reporting now collision normal and collision point when collisions occur
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@@ -11,7 +11,7 @@
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namespace asteroids {
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bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state) {
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bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state, vector3d point, vector3d normal) {
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GameEntityType other_type = (GameEntityType) entity_state->mType;
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if (other_type == GameEntityTypeRocket) {
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@@ -23,7 +23,7 @@ struct AsteroidEntity: public Engine::EntityBase {
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mSubAsteroidsCount = 4;
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}
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virtual bool CollisionEvent (Engine::EntityBase *entity);
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal);
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int mSubAsteroidsCount;
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};
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@@ -26,7 +26,7 @@ struct RocketEntity: public Engine::EntityBase {
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virtual ~RocketEntity() {};
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virtual void Update (float delta_sec);
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virtual bool CollisionEvent (Engine::EntityBase *entity) {
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal) {
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return false;
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}
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@@ -56,7 +56,7 @@ void ShipEntity::Update (float delta_sec) {
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mAttackTimer -= delta_sec;
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}
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bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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bool ShipEntity::CollisionEvent (Engine::EntityBase* entity, vector3d point, vector3d normal) {
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GameEntityType other_type = (GameEntityType) entity->mType;
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if (other_type == GameEntityTypeAsteroid) {
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@@ -68,6 +68,7 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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explode_event->mEventType = EventShipExplode;
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explode_event->mEventUnsignedInt = mId;
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explode_event->mVector3d = normal;
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QueueEvent (explode_event);
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return true;
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@@ -80,6 +81,7 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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explode_event->mEventType = EventShipExplode;
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explode_event->mEventUnsignedInt = mId;
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explode_event->mVector3d = normal;
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QueueEvent (explode_event);
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return true;
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@@ -46,7 +46,7 @@ struct ShipEntity: public Engine::EntityBase {
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virtual void Attack ();
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virtual void Update (float delta_sec);
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virtual bool CollisionEvent (Engine::EntityBase *entity);
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal);
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bool mAlive;
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float mFadeTimer;
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