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#pragma once
#include <libultraship.h>
#include "engine/registry/RegisterContent.h"
#include "engine/Actor.h"
#include "engine/CoreMath.h"
extern "C" {
#include "camera.h"
#include "common_structs.h"
}
class ACloud : public AActor {
public:
ACloud(const SpawnParams& params);
virtual ~ACloud() override = default;
// This is simply a helper function to keep Spawning code clean
static ACloud* Spawn(FVector pos, uint16_t time, f32 hop, f32 gravity) {
SpawnParams params = {
.Name = "hm:cloud",
.Type = time, // How long the effect is active
.Location = pos,
.Speed = hop, // How high you hop
.SpeedB = gravity, // How much gravity is effected
};
return dynamic_cast<ACloud*>(AddActorToWorld<ACloud>(params));
}
virtual void Tick() override;
virtual void Draw(Camera*) override;
virtual void BeginPlay() override;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual void DrawEditorProperties() override;
virtual void Collision(Player* player, AActor* actor) override;
virtual bool IsMod() override;
bool PickedUp = false;
uint32_t TimerLength = 500;
uint32_t Timer = 0;
Player* _player = NULL;
f32 Hop = 3.0f;
f32 Gravity = 200.0f;
f32 OldHop = 0;
f32 OldGravity = 0;
};
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