Some little comments.
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@ -231,10 +231,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.showMouseCursor = true;
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this.showMouseCursor = true;
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}
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}
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}
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}
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ModCore.log("Mouse dir:"+this.getMouseDirection());
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}
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}
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/// <summary>
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/// Sets the mouse's position.
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/// </summary>
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/// <param name="position"></param>
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public void setMousePosition(Vector2 position)
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public void setMousePosition(Vector2 position)
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{
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{
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this.mouseCursor.position = position;
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this.mouseCursor.position = position;
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@ -322,6 +324,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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return dir;
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return dir;
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}
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}
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/// <summary>
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/// Gets the mouse's relative position away from the player.
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/// </summary>
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/// <returns></returns>
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private Vector2 getRelativeMouseFromPlayer()
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private Vector2 getRelativeMouseFromPlayer()
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{
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{
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Vector2 pos = this.mouseCursor.position - SeasideScramble.GlobalToLocal(this.position);
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Vector2 pos = this.mouseCursor.position - SeasideScramble.GlobalToLocal(this.position);
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@ -367,18 +373,19 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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}
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}
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}
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/// <summary>
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/// What happens when the player left clicks.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public void receiveLeftClick(int x, int y)
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public void receiveLeftClick(int x, int y)
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{
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{
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if (SeasideScramble.self.getGamepadState(PlayerIndex.One).IsButtonDown(Buttons.A))
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if (SeasideScramble.self.getGamepadState(PlayerIndex.One).IsButtonDown(Buttons.A))
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{
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{
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//Do stuf besides shooting.
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//Do stuff besides shooting.
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return;
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return;
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}
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}
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Vector2 clickPos = new Vector2(x, y);
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Vector2 direction = this.getMouseDirection();
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Vector2 direction = this.getMouseDirection();
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ModCore.log("Player click: " + direction);
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this.shoot(direction);
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this.shoot(direction);
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}
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}
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