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@@ -30,7 +30,7 @@
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namespace scene
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
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@@ -129,7 +129,7 @@ namespace scene
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for (int i = 0; i < furniture_count; i++)
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{
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house_models.pop_front();
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collision_entities.pop_back();
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collision_entities.erase(collision_entities.begin() + 1);
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}
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}
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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@@ -158,8 +158,10 @@ namespace scene
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models::TexturedModel model_char = { raw_model_char, texture };
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collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 50, -100), glm::vec3(0, 90, 0), 5, char_box);
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collision_entities.push_back(main_character);
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//collision_entities.push_back(main_character);
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house_generator = new entities::HouseGenerator();
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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@@ -297,8 +299,10 @@ namespace scene
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}
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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collision_entities.push_front(main_character);
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collision::CheckCollisions(collision_entities);
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collision_entities.pop_front();
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update_hand_detection();
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}
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