Fixing vs build fail
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@@ -19,8 +19,8 @@ struct CreateParticleSequence : public Event
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int NumberOfTicks = 100;
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int NumberOfTicks = 100;
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float Speed = 1.f;
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float Speed = 1.f;
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int ParticlesPerTick = 1.f;
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int ParticlesPerTick = 1.f;
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float Spread = glm::pi<float>();
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float Spread = 1.f;
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float EmittingAngle = glm::two_pi<float>();
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float EmittingAngle = 0.f;
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float MaxCount = 0;
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float MaxCount = 0;
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//Particle
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//Particle
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@@ -2,6 +2,7 @@
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#define DAYDREAM_PHYSICSSYSTEM_H
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#define DAYDREAM_PHYSICSSYSTEM_H
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#include <unordered_map>
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#include <unordered_map>
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#include <random>
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#include <Box2D/Box2D.h>
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#include <Box2D/Box2D.h>
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@@ -116,13 +117,13 @@ namespace dd
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float m_Timer = 0;
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float m_Timer = 0;
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//TODO: Fill struct with info needed.
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//TODO: Fill struct with info needed.
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struct ParticleEmitter //TODO CHANGE NAMES
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struct EmitterHandler //TODO CHANGE NAMES
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{
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{
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std::vector<b2ParticleSystem*> ParticleSystem;
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std::vector<b2ParticleSystem*> ParticleSystem;
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std::vector<EntityID> ParticleEmitter;
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std::vector<EntityID> ParticleEmitter;
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std::vector<EntityID> ParticleTemplate;
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std::vector<EntityID> ParticleTemplate;
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};
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};
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ParticleEmitter m_ParticleEmitters;
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EmitterHandler m_ParticleEmitters;
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std::list<Impulse> m_Impulses;
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std::list<Impulse> m_Impulses;
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@@ -134,7 +135,7 @@ namespace dd
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: m_PhysicsSystem(physicsSystem) { }
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: m_PhysicsSystem(physicsSystem) { }
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void SayGoodbye(b2Joint*) {LOG_INFO("joint körs");};
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void SayGoodbye(b2Joint*) {LOG_INFO("joint körs");};
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void SayGoodbye(b2Fixture*) {LOG_INFO("Fixture körs");};
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void SayGoodbye(b2Fixture*) {/*LOG_INFO("Fixture körs");*/};
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void SayGoodbye(b2ParticleSystem* particleSystem, int32 index) override
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void SayGoodbye(b2ParticleSystem* particleSystem, int32 index) override
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{
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{
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