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src/model.rs
34
src/model.rs
@ -89,9 +89,9 @@ pub struct ContactingLadder{
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}
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}
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#[derive(Clone)]
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#[derive(Clone)]
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pub enum ContactingBehaviour{
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pub enum ContactingBehaviour{
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Surf,
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Surf,
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Ladder(ContactingLadder),
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Ladder(ContactingLadder),
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Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
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Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
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}
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}
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//you have this effect while intersecting
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//you have this effect while intersecting
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#[derive(Clone)]
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#[derive(Clone)]
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@ -162,20 +162,20 @@ pub struct GameMechanicZone{
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// }
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// }
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#[derive(Clone)]
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#[derive(Clone)]
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pub enum StageElementBehaviour{
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pub enum StageElementBehaviour{
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//Spawn,//The behaviour of stepping on a spawn setting the spawnid
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//Spawn,//The behaviour of stepping on a spawn setting the spawnid
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SpawnAt,
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SpawnAt,
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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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//Acts like a trigger if you haven't hit all the checkpoints.
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Checkpoint{
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Checkpoint{
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//if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass
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//if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass
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ordered_checkpoint_id:Option<u32>,
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ordered_checkpoint_id:Option<u32>,
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//if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass
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//if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass
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unordered_checkpoint_count:u32,
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unordered_checkpoint_count:u32,
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},
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},
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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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#[derive(Clone)]
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#[derive(Clone)]
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pub struct GameMechanicStageElement{
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pub struct GameMechanicStageElement{
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