PR Review: Memory de-allocation, misc. fixes.
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@@ -25,7 +25,11 @@ Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
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mines = new Mine[MINES_COUNT];
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mines = new Mine[MINES_COUNT];
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}
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}
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Dolphin::~Dolphin() {}
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Dolphin::~Dolphin()
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{
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delete[] oysters;
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delete[] mines;
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}
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void Dolphin::onInit()
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void Dolphin::onInit()
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{
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{
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@@ -181,8 +185,8 @@ void Dolphin::onUpdate()
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{
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{
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oysters[i].update();
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oysters[i].update();
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Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
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Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
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float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
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float dist = vecDist.length();
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if (dist < 2.5F && player.isJumping() && oysters[i].isActive())
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if (dist < 20.F && player.isJumping() && oysters[i].isActive())
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{
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{
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printf("Pickup %d Dist %d\n", i, dist);
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printf("Pickup %d Dist %d\n", i, dist);
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oysters[i].disappear();
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oysters[i].disappear();
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@@ -196,9 +200,8 @@ void Dolphin::onUpdate()
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{
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{
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mines[i].update();
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mines[i].update();
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Vector3 vecDist = mines[i].mesh.position - player.mesh.position;
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Vector3 vecDist = mines[i].mesh.position - player.mesh.position;
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float dist = Math::sqrt((vecDist.x * vecDist.x) +
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float dist = vecDist.length();
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(vecDist.y * vecDist.y) +
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(vecDist.z * vecDist.z));
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if (dist < 20.F && !mines[i].getExplosionTicks())
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if (dist < 20.F && !mines[i].getExplosionTicks())
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{
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{
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printf("Vecdist %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
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printf("Vecdist %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
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