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Fixes to element interaction.
It now works with multiple entities doing interaction, and the correct update list is used, which should save a bit more CPU.
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parent
e8ff469205
commit
d82553d6a7
4 changed files with 4 additions and 6 deletions
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@ -7127,7 +7127,7 @@ void Avatar::onUpdate(float dt)
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if(!core->particlesPaused && elementEffectMult > 0)
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{
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ElementUpdateList& elems = dsq->game->elementUpdateList;
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ElementUpdateList& elems = dsq->game->elementInteractionList;
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for (ElementUpdateList::iterator it = elems.begin(); it != elems.end(); ++it)
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{
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(*it)->doInteraction(this, elementEffectMult, 16);
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@ -84,12 +84,8 @@ void Element::doInteraction(Entity *ent, float mult, float touchWidth)
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eff->hitPerc = hitPerc;
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eff->touchVel = ent->vel;
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eff->effectMult = mult;
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return;
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}
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}
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//eff->touchVel = Vector(0, 0);
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//eff->hitPerc = 0;
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eff->touching = false;
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}
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void Element::updateEffects(float dt)
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@ -110,6 +106,7 @@ void Element::updateEffects(float dt)
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if (eff->touching)
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{
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eff->touching = false;
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float ramp = eff->touchVel.getLength2D()/800.0f;
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if (ramp < 0) ramp = 0;
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if (ramp > 1) ramp = 1;
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@ -10824,6 +10824,7 @@ void Game::removeState()
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core->particlesPaused = false;
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elementUpdateList.clear();
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elementInteractionList.clear();
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dsq->setCursor(CURSOR_NORMAL);
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dsq->darkLayer.toggle(0);
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@ -5525,7 +5525,7 @@ luaFunc(entity_doElementInteraction)
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if (!touchWidth)
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touchWidth = 16;
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ElementUpdateList& elems = dsq->game->elementUpdateList;
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ElementUpdateList& elems = dsq->game->elementInteractionList;
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for (ElementUpdateList::iterator it = elems.begin(); it != elems.end(); ++it)
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{
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(*it)->doInteraction(e, mult, touchWidth);
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