checkpoints are stage elements
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src/model.rs
25
src/model.rs
@ -107,16 +107,6 @@ pub struct GameMechanicAccelerator{
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pub acceleration:Planar64Vec3
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pub acceleration:Planar64Vec3
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicCheckpoint{
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Ordered{
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mode_id:u32,
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checkpoint_id:u32,
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},
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Unordered{
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mode_id:u32,
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},
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicBooster{
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pub enum GameMechanicBooster{
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Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
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Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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@ -182,13 +172,14 @@ pub enum StageElementBehaviour{
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Trigger,
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Trigger,
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Teleport,
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Teleport,
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Platform,
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Platform,
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//Acts like a trigger if you haven't hit all the checkpoints.
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//Checkpoint acts like a trigger if you haven't hit all the checkpoints yet.
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Checkpoint{
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//Note that all stage elements act like this for the next stage.
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//if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass
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Checkpoint,
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ordered_checkpoint_id:Option<u32>,
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//OrderedCheckpoint. You must pass through all of these in ascending order.
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//if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass
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Ordered(u32),
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unordered_checkpoint_count:u32,
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//UnorderedCheckpoint. You must pass through all of these in any order.
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},
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Unordered,
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//If you get reset by a jump limit
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JumpLimit(u32),
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JumpLimit(u32),
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//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
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//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
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}
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}
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