Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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8 changed files with 72 additions and 63 deletions
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@ -143,8 +143,8 @@ void System::collision(DinkyECS::World &world, Player &player) {
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world.send<Events::GUI>(Events::GUI::LOOT, entity, loot);
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inventory.gold += loot.amount;
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light.strength = 4;
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light.radius = 2.3;
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light.strength = 5;
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light.radius = 2;
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collider.remove(loot_pos.location);
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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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