Getting Sticky after Ink Blaster now works.
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@@ -23,6 +23,7 @@
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#include "Game/EMultiBallLost.h"
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#include "Game/EStickyPad.h"
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#include "Game/EInkBlaster.h"
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#include "Game/EInkBlasterOver.h"
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#include "Game/EGameOver.h"
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#include "Game/EPause.h"
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#include "Game/EHitPad.h"
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@@ -96,6 +97,8 @@ private:
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bool m_Waiting = true;
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bool m_Sticky = false;
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bool m_InkBlaster = false;
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bool m_InkAttached = false;
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bool m_BlockedWaiting = false;
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int m_StickyCounter = 5;
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glm::vec3 m_SavedSpeed;
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@@ -112,6 +115,7 @@ private:
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dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
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dd::EventRelay<BallSystem, dd::Events::StickyPad> m_EStickyPad;
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dd::EventRelay<BallSystem, dd::Events::InkBlaster> m_EInkBlaster;
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dd::EventRelay<BallSystem, dd::Events::InkBlasterOver> m_EInkBlasterOver;
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dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
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dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
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@@ -123,6 +127,7 @@ private:
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bool OnMultiBall(const dd::Events::MultiBall &event);
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bool OnStickyPad(const dd::Events::StickyPad &event);
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bool OnInkBlaster(const dd::Events::InkBlaster &event);
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bool OnInkBlasterOver(const dd::Events::InkBlasterOver &event);
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bool OnPause(const dd::Events::Pause &event);
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bool OnActionButton(const dd::Events::ActionButton &event);
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};
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-10-08.
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//
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#ifndef DAYDREAM_EINKBLASTEROVER_H
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#define DAYDREAM_EINKBLASTEROVER_H
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct InkBlasterOver : Event
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{
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EntityID Ball;
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};
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}
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}
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#endif //DAYDREAM_EINKBLASTEROVER_H
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@@ -10,12 +10,14 @@
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Physics/EContact.h"
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#include "Rendering/CModel.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Game/EPause.h"
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#include "Game/EInkBlaster.h"
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#include "Game/EInkBlasterOver.h"
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#include "Game/EActionButton.h"
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#include "Game/EHitPad.h"
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#include "Game/CProjectile.h"
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