Fixing minor bugs
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@@ -169,6 +169,8 @@ namespace ZL
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params1.scriptPath = "resources/start.lua";
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params1.playerPosition = Eigen::Vector3f::Zero();
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params1.ghostPosition = Eigen::Vector3f(0.f, 0.f, -20.f);
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params1.teleportPosition = Eigen::Vector3f(-2.03001f, 0.f, -4.95618f);
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params1.teleportRadius = 1.5f;
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location1 = std::make_shared<Location>(renderer, inventory);
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location1->setup(params1);
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@@ -184,11 +186,35 @@ namespace ZL
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params2.npcsJsonPath = "resources/config2/npcs2.json";
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params2.ghostPosition = Eigen::Vector3f(700.f, 0.f, 700.f);
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params2.teleportPosition = Eigen::Vector3f(-6.45, 0.0, 7.82);
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params2.teleportRadius = 1.5f;
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location2 = std::make_shared<Location>(renderer, inventory);
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location2->setup(params2);
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currentLocation = location1;
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// Teleport callbacks: stepping into a location's zone hands the player
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// to the other location at *its* teleport position. We pre-arm the
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// destination's playerInTeleportZone so the player must walk out and
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// back in before they can teleport again.
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location1->onTeleport = [this]() {
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std::cout << "[TELEPORT] location 1 -> location 2" << std::endl;
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currentLocation = location2;
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if (currentLocation->player) {
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currentLocation->player->position = currentLocation->teleportPosition;
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currentLocation->player->setTarget(currentLocation->teleportPosition);
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}
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currentLocation->playerInTeleportZone = true;
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};
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location2->onTeleport = [this]() {
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std::cout << "[TELEPORT] location 2 -> location 1" << std::endl;
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currentLocation = location1;
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if (currentLocation->player) {
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currentLocation->player->position = currentLocation->teleportPosition;
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currentLocation->player->setTarget(currentLocation->teleportPosition);
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}
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currentLocation->playerInTeleportZone = true;
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};
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currentLocation = location2;
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std::cout << "Load resurces step 5" << std::endl;
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