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fixing warnings
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+2
-2
@@ -33,8 +33,8 @@ namespace BBM
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entity.addComponent<PositionComponent>(position)
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.addComponent<TagComponent<Blowable>>()
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.addComponent<MovableComponent>()
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &wal) {
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entity.scheduleDeletion();
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.addComponent<HealthComponent>(1, [](WAL::Entity &myEntity, WAL::Wal &wal) {
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myEntity.scheduleDeletion();
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})
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.addComponent<LevitateComponent>(position.y)
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.addComponent<CollisionComponent>([](WAL::Entity &bonus, const WAL::Entity &player, CollisionComponent::CollidedAxis axis) {
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@@ -72,20 +72,20 @@ namespace BBM
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::ResumeLobbyScene;
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auto scene = Runner::loadGameScene();
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auto gameScene = Runner::loadGameScene();
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try {
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ParserYAML::load(scene);
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ParserYAML::load(gameScene);
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} catch (std::exception const &err) {
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Runner::gameState._loadedScenes[GameState::SceneID::LobbyScene]->addEntity("Error message parser")
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.addComponent<PositionComponent>(1920 / 5, 2 * 1080 / 4.25, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>(err.what(), 50, RAY::Vector2(), RED)
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.addComponent<TimerComponent>(3s, [](WAL::Entity &entity, WAL::Wal &wal) {
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entity.scheduleDeletion();
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.addComponent<TimerComponent>(3s, [](WAL::Entity &myEntity, WAL::Wal &wal) {
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myEntity.scheduleDeletion();
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});
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gameState.nextScene = BBM::GameState::SceneID::LobbyScene;
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return;
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}
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Runner::gameState._loadedScenes[GameState::SceneID::GameScene] = scene;
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Runner::gameState._loadedScenes[GameState::SceneID::GameScene] = gameScene;
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});
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auto &settings = scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 430, 0)
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