Mario: set mario pointer when loading map for editor
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+3
-3
@@ -291,9 +291,8 @@ void placeTool( SDLPP::Scene &scene ) {
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new_obj->getCollisions()[0]->setId( EDITOR_TERRAIN_ID );
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break;
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case VisitorType::Modifier:
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if(tool_type == BlockRole::CHARACTER) {
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if(tool_type == BlockRole::MARIO) {
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std::get< MapObject::CHARACTER_TYPE >( obj ) = LandType::OVERWORLD;
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// TODO character ID
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std::get< MapObject::CHARACTER_ID >( obj ) = MARIO_ID;
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std::get< MapObject::MODIFIER_TYPE >( obj ) = 0;
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std::get< MapObject::MODIFIER_DATA >( obj ) = 0;
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@@ -306,6 +305,7 @@ void placeTool( SDLPP::Scene &scene ) {
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global_vars.mario_pos = getSelectedObjectPosition();
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new_obj->getCollisions()[0]->setId( EDITOR_CHARACTER_ID );
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z_index = scene.getObjects().size() - 1;
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// TODO BlockRole::Character
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} else {
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// TODO data
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std::cout << "Want to set: " << (int)std::get< MapObject::MODIFIER_TYPE >( obj ) << std::endl;
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@@ -417,7 +417,7 @@ int main() {
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bg->setId( 1 );
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scene->addObject( bg );
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loadMap( scene, "test_binary.bin", renderer, global_vars.objects );
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loadMap( scene, global_vars.mario, "test_binary.bin", renderer, global_vars.objects );
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// grid
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for ( int i = 1; i < ( MAP_WIDTH + 2 ); i++ ) {
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