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https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-30 17:59:53 -04:00
Refactor Track Class To Instantiate On Track Load (#587)
* Initial Commit * First compilation of Registry template * Further changes * wip changes * Impl TrackBrowser and Registry Info * Remove const from TInfo * Prep GetWorld * Name refactor * Refactor gWorldInstance to GetWorld() * wip * Should work now * Data menu work again * Fix editor staying open after program close * Rename LoadLevel to LoadTrackDataFromJson * More changes * Add statue * Add search to content browser using tags * Fix statue pos and register tags * Fix actor loading * Fix delete all bug which deleted cameras * reduce some boiler plate in actor and object * Remove unused rulesets * Search bar for all tabs * fix data screen * fix actor spawning * temp editor fix * Clean up * improve extra mode transformation * fix podium crash * Fix editor clicking * Fix editor clicking 2 * fix extra in custom track * Fix FI for three actors * Fix divide by zero error * Ids managed by Registry * Add scary comment --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: coco875 <pereira.jannin@gmail.com>
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@@ -133,10 +133,6 @@ void DKJungle::Load() {
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find_vtx_and_set_colours((Gfx*) d_course_dks_jungle_parkway_packed_dl_3FA8, 120, 255, 255, 255);
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}
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void DKJungle::UnLoad() {
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RestoreTriangleWinding();
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}
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f32 DKJungle::GetWaterLevel(FVector pos, Collision* collision) {
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int32_t temp_v1 = get_track_section_id(collision->meshIndexZX) & 0xFF;
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@@ -179,16 +175,16 @@ void DKJungle::BeginPlay() {
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// The original game only ran vehicle logic every second frame.
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// Thus the speed gets divided by two to set speed to match properly
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ABoat::Spawn((0.6666666f)/4, 0, 0, ABoat::SpawnMode::POINT);
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SpawnActor<ABoat>((0.6666666f)/4, 0, 0, ABoat::SpawnMode::POINT);
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if (gModeSelection == VERSUS) {
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OBombKart::Spawn(0, 50, 3, 0.8333333f);
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OBombKart::Spawn(0, 100, 1, 0.8333333f);
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OBombKart::Spawn(0, 150, 3, 0.8333333f);
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OBombKart::Spawn(0, 190, 1, 0.8333333f);
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OBombKart::Spawn(0, 250, 3, 0.8333333f);
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OBombKart::Spawn(0, 0, 0, 0.8333333f);
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OBombKart::Spawn(0, 0, 0, 0.8333333f);
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SpawnActor<OBombKart>(0, 50, 3, 0.8333333f);
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SpawnActor<OBombKart>(0, 100, 1, 0.8333333f);
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SpawnActor<OBombKart>(0, 150, 3, 0.8333333f);
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SpawnActor<OBombKart>(0, 190, 1, 0.8333333f);
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SpawnActor<OBombKart>(0, 250, 3, 0.8333333f);
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SpawnActor<OBombKart>(0, 0, 0, 0.8333333f);
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SpawnActor<OBombKart>(0, 0, 0, 0.8333333f);
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}
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}
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}
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