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Fixing bonus collisions
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@@ -20,6 +20,7 @@ namespace BBM {
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if (!bombHolder)
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return;
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bombHolder->maxBombCount++;
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const_cast<WAL::Entity &>(bonus).scheduleDeletion();
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}
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void Bonus::ExplosionRangeBonus(WAL::Entity &player, const WAL::Entity &bonus, CollisionComponent::CollidedAxis axis)
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@@ -31,6 +32,7 @@ namespace BBM {
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if (!bombHolder || !playerBonus)
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return;
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bombHolder->explosionRadius++;
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const_cast<WAL::Entity &>(bonus).scheduleDeletion();
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}
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void Bonus::SpeedUpBonus(WAL::Entity &player, const WAL::Entity &bonus, CollisionComponent::CollidedAxis axis)
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@@ -42,6 +44,7 @@ namespace BBM {
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if (!controllable || !playerBonus)
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return;
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controllable->speed += 0.025f;
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const_cast<WAL::Entity &>(bonus).scheduleDeletion();
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}
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void Bonus::NoClipBonus(WAL::Entity &player, const WAL::Entity &bonus, CollisionComponent::CollidedAxis axis)
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@@ -53,6 +56,7 @@ namespace BBM {
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return;
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playerBonus->nextNoClipRate = playerBonus->noClipBonusRate;
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playerBonus->isNoClipOn = true;
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const_cast<WAL::Entity &>(bonus).scheduleDeletion();
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}
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Bonus::BonusType Bonus::getRandomBonusType()
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