Working on doors and scripting
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@@ -515,8 +515,8 @@ namespace ZL
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for (auto& intObj : interactiveObjects) {
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std::cout << "[RAYCAST] Checking object: " << intObj.loadedObject.name << " (active: " << intObj.isActive << ")" << std::endl;
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if (!intObj.isActive) {
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std::cout << "[RAYCAST] -> Object inactive, skipping" << std::endl;
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if (!intObj.isActive || intObj.isAnimating) {
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std::cout << "[RAYCAST] -> Object inactive or animating, skipping" << std::endl;
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continue;
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}
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@@ -1054,6 +1054,10 @@ namespace ZL
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void Location::update(int64_t delta)
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{
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for (auto& intObj : interactiveObjects) {
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intObj.update(delta);
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}
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if (player) {
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player->update(delta);
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dialogueSystem.update(static_cast<int>(delta));
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@@ -1068,7 +1072,7 @@ namespace ZL
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updateDynamicReplans(delta);
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// Check if player reached target interactive object
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if (targetInteractiveObject && player) {
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if (targetInteractiveObject && player && !targetInteractiveObject->isAnimating) {
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float distToObject = (player->position - targetInteractiveObject->position).norm();
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// If player is close enough to pick up the item
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