HitLagSystem implemented.
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@@ -14,7 +14,6 @@
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.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 "Game/CBall.h"
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#include "Transform/TransformSystem.h"
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@@ -56,10 +55,8 @@ 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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bool IsPaused() 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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@@ -68,16 +65,8 @@ private:
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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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