P-button pauses, H-button does 0.3 second HitLag.
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@@ -3,21 +3,23 @@
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#include <unordered_map>
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#include "Core/CTransform.h"
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#include "Core/System.h"
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#include "Core/World.h"
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#include "CRectangleShape.h"
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#include "Core/EventBroker.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CPhysics.h"
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#include <Box2D/Box2D.h>
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CCircleShape.h"
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#include "Core/EventBroker.h"
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#include "Game/EPause.h"
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#include "Game/EHitLag.h"
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#include "Game/CPad.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/CBall.h"
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#include "Transform/TransformSystem.h"
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#include "Rendering/CSprite.h"
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#include <Box2D/Box2D.h>
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namespace dd
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@@ -54,11 +56,28 @@ public:
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// Called when an entity is removed
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void OnEntityRemoved(EntityID entity) override;
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bool Pause() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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bool HitLag() const { return m_HitLag; }
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void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
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private:
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b2Vec2 m_Gravity;
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b2World* m_PhysicsWorld;
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double m_TimeStep;
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double m_Accumulator;
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bool m_Pause = false;
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bool m_HitLag = false;
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float m_Time;
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float m_SlowdownTime;
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float m_HitLagTimer = 0;
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float m_HitLagPlacement = 0;
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dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<PhysicsSystem, dd::Events::HitLag> m_EHitLag;
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bool OnPause(const dd::Events::Pause &event);
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bool OnHitLag(const dd::Events::HitLag &event);
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int m_VelocityIterations, m_PositionIterations;
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