fix merge
This commit is contained in:
parent
6e6a28c9ff
commit
34d2c82fd9
2 changed files with 48 additions and 49 deletions
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@ -38,7 +38,7 @@ void RendererPolygon3d::setup() {
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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m_texture = nullptr;
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m_texture = nullptr;
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m_backgroundTexturePath = "../data/img/stars_nebular.png";
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m_backgroundTexturePath = "../data/img/background_3.png";
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loadBackgroundTexture();
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loadBackgroundTexture();
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m_postprocess_shader.init();
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m_postprocess_shader.init();
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@ -520,7 +520,7 @@ void RendererPolygon3d::renderPlanets() {
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m_planetModel->render();
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m_planetModel->render();
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}
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}
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}
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}
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/*
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void RendererPolygon3d::renderSun() {
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void RendererPolygon3d::renderSun() {
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m_planetModel->bind();
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m_planetModel->bind();
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@ -546,7 +546,7 @@ void RendererPolygon3d::renderSun() {
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m_planetModel->render();
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m_planetModel->render();
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}
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}
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}
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}
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*/
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void RendererPolygon3d::renderMissiles() {
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void RendererPolygon3d::renderMissiles() {
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// TODO: add fire trail for missiles near the sun
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// TODO: add fire trail for missiles near the sun
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@ -573,7 +573,7 @@ void RendererPolygon3d::renderMissiles() {
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glm::mat4 model = computeModelMatrix(ship);
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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glm::vec3 c = ship->color;
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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m_shipModel->render();
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m_shipModel->render();
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@ -139,7 +139,7 @@ namespace game {
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return false;
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return false;
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}
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}
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Ship *ship = new Ship(generateId(), spawnPos, m_shipRadius);
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Ship *ship = new Ship(generateId(), spawnPos, player->color, m_shipRadius);
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player->ship = ship;
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player->ship = ship;
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ships.push_back(ship);
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ships.push_back(ship);
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@ -159,29 +159,29 @@ namespace game {
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void State::quitPlayer(size_t playerId)
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void State::quitPlayer(size_t playerId)
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{
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{
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std::cout << playerId << " quit" << std::endl;
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std::cout << playerId << " quit" << std::endl;
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Player *player = playerForId(playerId);
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Player *player = playerForId(playerId);
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if (player != nullptr) {
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if (player != nullptr) {
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for (Missile *missile : player->missiles) {
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for (Missile *missile : player->missiles) {
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player->missiles.remove(missile);
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player->missiles.remove(missile);
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missile->player = nullptr;
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missile->player = nullptr;
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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}
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}
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if (player->ship != nullptr) {
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if (player->ship != nullptr) {
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ships.remove(player->ship);
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ships.remove(player->ship);
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m_nextEvents.push_back(new ShipEvent(LifeCycle::Destroy, player->ship));
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m_nextEvents.push_back(new ShipEvent(LifeCycle::Destroy, player->ship));
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}
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}
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players.remove(player);
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players.remove(player);
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delete(player);
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delete(player);
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}
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}
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}
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}
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void State::clear(size_t playerId)
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void State::clear(size_t playerId)
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{
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{
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std::cout << playerId << " clear" << std::endl;
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std::cout << playerId << " clear" << std::endl;
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}
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}
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void State::setName(size_t playerId, std::string name)
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void State::setName(size_t playerId, std::string name)
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@ -234,9 +234,8 @@ namespace game {
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(void) dt;
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(void) dt;
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for (Player *player : players) {
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for (Player *player : players) {
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if (player->alive) {
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if (player->alive) {
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player->energy += dt;
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player->energy += dt * ENERGY_PER_DT;
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}
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}
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// try to execute as much queued commands as possible.
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// try to execute as much queued commands as possible.
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while (player->hasCommandInQueue()) {
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while (player->hasCommandInQueue()) {
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Command *command = player->peekCommand();
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Command *command = player->peekCommand();
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@ -261,7 +260,7 @@ namespace game {
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std::cout<<"player " << killer->id << " killed " << victim->id << std::endl;
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std::cout<<"player " << killer->id << " killed " << victim->id << std::endl;
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// destroy ship
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// destroy ship
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ships.remove(victim->ship);
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ships.remove(victim->ship);
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delete(victim->ship);
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delete(victim->ship);
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victim->ship = nullptr;
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victim->ship = nullptr;
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@ -282,7 +281,7 @@ namespace game {
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for (Player *player : players) {
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for (Player *player : players) {
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std::vector<Missile*> rm;
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std::vector<Missile*> rm;
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for (Missile *missile : player->missiles) {
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for (Missile *missile : player->missiles) {
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const Missile::Event evt = missile->advance(this, dt);
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const Missile::Event evt = missile->advance(this, dt);
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const bool isHit = (evt.hit != Hit::Nothing);
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const bool isHit = (evt.hit != Hit::Nothing);
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@ -290,73 +289,73 @@ namespace game {
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missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
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missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
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}
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}
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if (!isHit) {
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if (!isHit) {
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continue;
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continue;
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}
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}
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bool spawnExplosion = true;
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bool spawnExplosion = true;
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switch(evt.hit) {
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switch(evt.hit) {
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case Hit::Planet:
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case Hit::Planet:
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// TODO: add black spot on the planet.
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// TODO: add black spot on the planet.
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// TODO: if water planet, add waves
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// TODO: if water planet, add waves
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// TODO: if gas planet, add nice gas explosion effect
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// TODO: if gas planet, add nice gas explosion effect
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// and start burning on this spot for some time.
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// and start burning on this spot for some time.
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//std::cout<<"hit Planet" << std::endl;
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//std::cout<<"hit Planet" << std::endl;
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break;
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break;
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case Hit::Ship:
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case Hit::Ship:
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//std::cout<<"hit Player" << std::endl;
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//std::cout<<"hit Player" << std::endl;
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playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
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playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
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break;
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break;
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case Hit::BorderOfUniverse:
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case Hit::BorderOfUniverse:
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//std::cout<<"missile left the universe." << std::endl;
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//std::cout<<"missile left the universe." << std::endl;
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spawnExplosion = false;
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spawnExplosion = false;
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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if (spawnExplosion) {
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if (spawnExplosion) {
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addExplosionFromHit(&evt);
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addExplosionFromHit(&evt);
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}
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}
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if (missile->trace != nullptr) {
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if (missile->trace != nullptr) {
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missile->trace->finish();
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missile->trace->finish();
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}
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}
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rm.push_back(missile);
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rm.push_back(missile);
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}
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}
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for (Missile *missile : rm) {
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for (Missile *missile : rm) {
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player->missiles.remove(missile);
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player->missiles.remove(missile);
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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}
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}
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}
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}
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}
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}
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void State::advanceExplosions(float dt)
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void State::advanceExplosions(float dt)
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{
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{
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std::vector<Explosion*> rm;
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std::vector<Explosion*> rm;
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for (Explosion *explosion : explosions) {
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for (Explosion *explosion : explosions) {
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explosion->age += dt;
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explosion->age += dt;
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if (explosion->age >= explosion->maxAge) {
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if (explosion->age >= explosion->maxAge) {
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rm.push_back(explosion);
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rm.push_back(explosion);
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}
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}
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}
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}
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for (Explosion *explosion : rm) {
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for (Explosion *explosion : rm) {
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explosions.remove(explosion);
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explosions.remove(explosion);
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m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Destroy, explosion));
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m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Destroy, explosion));
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//delete(explosion);
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//delete(explosion);
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}
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}
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}
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}
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void State::advance(float dt)
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void State::advance(float dt)
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