[ADD] only playing after calibrating
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@@ -24,6 +24,7 @@ namespace scene
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int furniture_count_old;
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int score;
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int* ptr;
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bool calibrated = false;
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float delta_time = 0;
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@@ -112,7 +113,7 @@ 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.erase(collision_entities.begin() + 1);
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collision_entities.pop_front();
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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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@@ -265,6 +266,7 @@ namespace scene
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UpdateDeltaTime();
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//camera.Move(window);
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update_hand_detection();
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if (!calibrated) return;
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main_character->Move(regions);
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if (!main_character.get()->GetOnCollide())
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{
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@@ -295,8 +297,6 @@ namespace scene
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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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//manages the key input in the game scene
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@@ -334,6 +334,7 @@ namespace scene
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void scene::In_Game_Scene::OnSkinCalibrationCallback()
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{
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calibrated = true;
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std::cout << "on skin calibration callback" << std::endl;
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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