Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
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@@ -142,7 +142,8 @@ public:
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// (x0, y0, x1, y1 in world cells): -1 = the area is not loaded (nothing happens), 0 = no, 1 = yes. A checker that looks for failure calls
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// script_material_area_checker_failed of the entity's LuaComponent when the answer is 0, the other one the _success script when it is 1.
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// query: the cells of the box that are m1 or m2 (*total: all its cells), -1 when the box is not loaded
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void material_area_step(const std::function<int(double x0, double y0, double x1, double y1, const std::string& m1, const std::string& m2, int* total)>& query);
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void material_area_step(const std::function<int(double x0, double y0, double x1, double y1, const std::string& m1, const std::string& m2, int* total)>& query,
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const std::function<bool(double x0, double y0, double x1, double y1)>& ready = {});
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// TeleportComponent (with an enabled HitboxComponent): true when the player point is inside the hitbox of an enabled teleporter; gives the destination
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// (target.x / target.y, absolute or relative to the teleporter) and the entity.
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bool teleport_step(double player_x, double player_y, double& target_x, double& target_y, int* teleporter = nullptr);
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@@ -193,6 +194,9 @@ public:
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void remove_component(int comp) override;
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void set_component_enabled(int comp, bool enabled) override;
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bool component_enabled(int comp) override;
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// Item emitter context tags apply to the item itself: a card inside the
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// held wand is stored, not held. Untagged/non-item effects keep their state.
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bool item_emitter_enabled(int comp, int held_item);
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std::string component_type(int comp) override;
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int component_entity(int comp) override;
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bool comp_has_tag(int comp, const std::string& tag) override;
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