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-1
@@ -130,6 +130,7 @@ void Engine::Initiate()
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Texture* blanktex = new Texture("assets/blanktexture.png");
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Texture* magic = new Texture("assets/itsmagicbitch.jpg");
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Texture* snowflake = new Texture("assets/snowflake.png");
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Texture* bluetex = new Texture("assets/bluetexture.png");
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Texture* shockwavetex = new Texture("assets/shockwave.png");
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Texture* leontex = new Texture("assets/revolvertex.png");
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@@ -145,6 +146,7 @@ void Engine::Initiate()
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// ------------------------------------------------------------------------
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Character* testcharacter = new Character();
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testcharacter->name = "character";
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testcharacter->skin = bluetex;
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testcharacter->castshadow = true;
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testcharacter->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
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testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
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@@ -198,6 +200,7 @@ void Engine::Initiate()
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auto SpawnRemote = [&]() -> Character* {
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Character* c = new Character();
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c->name = "remote";
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c->skin = bluetex;
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c->castshadow = true;
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c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
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c->body->SetRig(testrig);
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@@ -468,7 +471,7 @@ void Engine::Initiate()
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// Cubes (E). Whoever hosts (or an offline player) owns and simulates them and decides when they
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// despawn; LAN clients only ask the host for one and draw the poses it streams back.
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const float cubeCooldownTime = 0.5f; // seconds between cubes per player
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const float cubeCooldownTime = 0.1f; // seconds between cubes per player
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const double cubeLifetime = 30.0; // seconds before a cube despawns
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float cubeCooldown = 0.0f;
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// Cubes also rain from the sky on their own (host / offline only; clients see them via the stream)
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