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https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 09:44:02 +00:00
Remove support for unused map bg, bg2, bgRepeat, backdrop and related code
In the map XML file, also <Level ...> attribs of the same name. Some old maps had those, but either the maps were unused, or the respective graphics never visible.
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parent
aaed341569
commit
27f7e2f014
2 changed files with 2 additions and 156 deletions
152
Aquaria/Game.cpp
152
Aquaria/Game.cpp
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@ -1386,12 +1386,6 @@ bool Game::loadSceneXML(std::string scene)
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dsq->darkLayer.toggle(true);
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if (level->Attribute("bgRepeat"))
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{
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SimpleIStringStream is(level->Attribute("bgRepeat"));
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is >> backgroundImageRepeat;
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levelSF->SetAttribute("bgRepeat", level->Attribute("bgRepeat"));
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}
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if (level->Attribute("cameraConstrained"))
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{
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SimpleIStringStream is(level->Attribute("cameraConstrained"));
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@ -1408,24 +1402,7 @@ bool Game::loadSceneXML(std::string scene)
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os << maxZoom;
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levelSF->SetAttribute("maxZoom", os.str().c_str());
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}
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if (level->Attribute("bg"))
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{
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std::string tex = std::string(level->Attribute("bg"));
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if (!tex.empty())
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{
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bg->setTexture(tex);
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bg->setWidthHeight(900,600);
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levelSF->SetAttribute("bg", tex.c_str());
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}
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else
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{
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bg->alpha = 0;
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}
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}
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else
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{
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bg->alpha = 0;
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}
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gradTop = gradBtm = Vector(0,0,0);
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if (level->Attribute("gradient"))
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{
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@ -1493,61 +1470,6 @@ bool Game::loadSceneXML(std::string scene)
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levelSF->SetAttribute("parallaxLock", level->Attribute("parallaxLock"));
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}
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if (level->Attribute("bg2"))
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{
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std::string tex = std::string(level->Attribute("bg2"));
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if (!tex.empty())
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{
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bg2->setTexture(tex);
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bg2->setWidthHeight(900,600);
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levelSF->SetAttribute("bg2", tex.c_str());
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}
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else
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bg2->alpha = 0;
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bg2->alpha = 0;
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bg->alpha = 0;
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}
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else
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{
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bg2->alpha = 0;
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}
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if (level->Attribute("backdrop"))
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{
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std::string backdrop = level->Attribute("backdrop");
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backdropQuad = new Quad;
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backdropQuad->setTexture(backdrop);
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backdropQuad->setBlendType(BLEND_DISABLED);
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if (level->Attribute("bd-x") && level->Attribute("bd-y"))
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{
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int x = atoi(level->Attribute("bd-x"));
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int y = atoi(level->Attribute("bd-y"));
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backdropQuad->position = Vector(x,y);
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levelSF->SetAttribute("bd-x", x);
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levelSF->SetAttribute("bd-y", y);
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}
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if (level->Attribute("bd-w") && level->Attribute("bd-h"))
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{
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int w = atoi(level->Attribute("bd-w"));
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int h = atoi(level->Attribute("bd-h"));
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backdropQuad->setWidthHeight(w, h);
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levelSF->SetAttribute("bd-w", w);
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levelSF->SetAttribute("bd-h", h);
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}
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backdropQuad->toggleCull(false);
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addRenderObject(backdropQuad, LR_SCENEBACKGROUNDIMAGE);
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// upper left justify
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backdropQuad->offset =
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Vector((backdropQuad->getWidth()*backdropQuad->scale.x)/2.0f,
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(backdropQuad->getHeight()*backdropQuad->scale.y)/2.0f);
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// save
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levelSF->SetAttribute("backdrop", backdrop.c_str());
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}
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musicToPlay = "";
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if (level->Attribute("music"))
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{
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@ -2132,17 +2054,6 @@ void Game::findMaxCameraValues()
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cameraMax.y = v.y;
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}
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}
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if (backdropQuad)
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{
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if (backdropQuad->getWidth() > cameraMax.x)
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{
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cameraMax.x = backdropQuad->getWidth();
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}
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if (backdropQuad->getHeight() > cameraMax.y)
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{
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cameraMax.y = backdropQuad->getHeight();
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}
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}
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}
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bool Game::loadScene(std::string scene)
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@ -2359,10 +2270,6 @@ void Game::createGradient()
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grad->toggleCull(false);
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}
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addRenderObject(grad, LR_BACKDROP);
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if (bg)
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bg->setBlendType(BLEND_DEFAULT);
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if (bg2)
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bg2->setBlendType(BLEND_DEFAULT);
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}
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}
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@ -2772,14 +2679,12 @@ void Game::applyState()
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}
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Shot::shots.clear(); // the shots were deleted elsewhere, drop any remaining pointers
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Shot::deleteShots.clear();
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backdropQuad = 0;
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clearObsRows();
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useWaterLevel = false;
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waterLevel = saveWaterLevel = 0;
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dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false;
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backgroundImageRepeat = 1;
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grad = 0;
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maxZoom = -1;
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maxLookDistance = 600;
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@ -2791,8 +2696,6 @@ void Game::applyState()
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sceneColor = Vector(1,1,1);
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sceneName = "";
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clearGrid();
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bg = 0;
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bg2 = 0;
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avatar = 0;
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SkeletalSprite::clearCache();
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StateObject::applyState();
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@ -2812,32 +2715,6 @@ void Game::applyState()
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}
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addRenderObject(damageSprite, LR_DAMAGESPRITE);
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bg2 = new Quad;
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{
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bg2->position = Vector(400, 300, -3/*-0.09f*/);
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//bg2->color = Vector(0.9, 0.9, 0.9);
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bg2->setTexture("missingImage");
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bg2->setWidthHeight(900,600);
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//bg2->blendEnabled = false;
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bg2->followCamera =1;
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bg2->alpha = 0.8f;
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}
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addRenderObject(bg2, LR_BACKGROUND);
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bg = new Quad;
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{
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bg->setBlendType(BLEND_DISABLED);
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bg->position = Vector(400, 300, -2/*-0.09f*/);
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//bg->color = Vector(0.9, 0.9, 0.9);
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bg->setTexture("missingImage");
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bg->setWidthHeight(900,600);
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//bg->blendEnabled = true;
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bg->followCamera =1;
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bg->alpha = 1;
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}
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addRenderObject(bg, LR_BACKGROUND);
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Vector mousePos(400,490);
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controlHint_bg = new Quad;
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@ -4277,24 +4154,6 @@ Vector Game::getCameraPositionFor(const Vector &pos)
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return Vector(pos.x - 400 * core->invGlobalScale, pos.y - 300 * core->invGlobalScale, 0);
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}
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void Game::setParallaxTextureCoordinates(Quad *q, float speed)
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{
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//int backgroundImageRepeat = 1.2;
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q->followCamera = 1;
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q->repeatTexture = true;
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float camx = (core->cameraPos.x/800.0f)*speed;
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float camy = -(core->cameraPos.y/600.0f)*speed;
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float camx1 = camx - float(backgroundImageRepeat)/2.0f;
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float camx2 = camx + float(backgroundImageRepeat)/2.0f;
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float camy1 = camy - float(backgroundImageRepeat)/2.0f;
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float camy2 = camy + float(backgroundImageRepeat)/2.0f;
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q->upperLeftTextureCoordinates = Vector(camx1*backgroundImageRepeat, camy1*backgroundImageRepeat);
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q->lowerRightTextureCoordinates = Vector(camx2*backgroundImageRepeat, camy2*backgroundImageRepeat);
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}
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void Game::setCameraFollow(Vector *position)
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{
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cameraFollow = position;
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@ -4685,14 +4544,7 @@ void Game::update(float dt)
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sceneColor2.update(dt);
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sceneColor3.update(dt);
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dsq->sceneColorOverlay->color = sceneColor * sceneColor2 * sceneColor3;
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if (bg)
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{
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setParallaxTextureCoordinates(bg, 0.3f);
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}
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if (bg2)
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{
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setParallaxTextureCoordinates(bg2, 0.1f);
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}
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themenu->update(dt);
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sceneEditor.update(dt);
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@ -231,8 +231,6 @@ public:
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float maxZoom;
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float maxLookDistance;
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void setParallaxTextureCoordinates(Quad *q, float speed);
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XMLDocument *saveFile;
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Vector positionToAvatar;
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@ -480,11 +478,9 @@ protected:
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void createLi();
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void createPets();
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Quad *backdropQuad;
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void findMaxCameraValues();
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std::vector<ObsRow> obsRows;
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float backgroundImageRepeat;
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std::string musicToPlay;
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@ -507,8 +503,6 @@ protected:
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void toggleSceneEditor();
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Quad *bg, *bg2;
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void warpCameraTo(Vector position);
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std::vector<int> ignoredActions;
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