cleanup
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@@ -26,33 +26,25 @@ Enemy::Enemy(TextureRepository *t_texRepo)
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PRINT_LOG("Creating enemy object");
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meshes = new Mesh[getMeshesCount()];
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drawMeshes = new Mesh *[getMeshesCount()];
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meshes[0].loadMD2("meshes/enemy/", "poss_head", 0.3F, false);
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meshes[0].rotation.x = -1.566F;
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meshes[0].rotation.z = 1.566F;
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meshes[0].shouldBeFrustumCulled = false;
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meshes[1].loadMD2("meshes/enemy/", "poss_body", 0.3F, false);
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meshes[1].rotation.x = -1.566F;
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meshes[1].rotation.z = 1.566F;
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meshes[1].shouldBeFrustumCulled = false;
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meshes[2].loadMD2("meshes/enemy/", "poss_weapon", 0.3F, false);
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meshes[2].rotation.x = -1.566F;
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meshes[2].rotation.z = 1.566F;
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meshes[2].shouldBeFrustumCulled = false;
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for (u8 i = 0; i < 3; i++)
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{
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meshes[i].rotation.x = -1.566F;
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meshes[i].rotation.z = 1.566F;
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meshes[i].shouldBeFrustumCulled = false;
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t_texRepo->addByMesh("meshes/enemy/", meshes[i], PNG);
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meshes[i].playAnimation(1, 6);
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drawMeshes[i] = &meshes[i];
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}
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Vector3 initPos = Vector3(0.00F, 40.00F, 0.00F);
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setPosition(initPos);
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t_texRepo->addByMesh("meshes/enemy/", meshes[0], PNG);
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t_texRepo->addByMesh("meshes/enemy/", meshes[1], PNG);
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t_texRepo->addByMesh("meshes/enemy/", meshes[2], PNG);
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meshes[0].playAnimation(1, 6);
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meshes[1].playAnimation(1, 6);
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meshes[2].playAnimation(1, 6);
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isKilled = true;
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PRINT_LOG("Enemy object created!");
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@@ -24,7 +24,7 @@ public:
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Enemy(TextureRepository *t_texRepo);
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~Enemy();
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inline Mesh *getMeshes() const { return meshes; }
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inline Mesh **getMeshes() const { return drawMeshes; }
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inline u8 getMeshesCount() const { return 3; }
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inline Vector3 getPosition() const { return position; }
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void setPosition(const Vector3 &t_vec);
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@@ -35,6 +35,8 @@ public:
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private:
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/** 0 - head, 1 - body, 2 - weapon */
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Mesh *meshes;
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/** Only for draw() method. */
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Mesh **drawMeshes;
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const Floor *currentFloor;
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Vector3 position, currFloorMin, currFloorMax;
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u8 isKilled;
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