use happy_feet as kinematic character controller (#42)
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@@ -82,7 +82,7 @@ fn on_trigger_missile(
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let asset = gltf_assets.get(&mesh).unwrap();
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commands.spawn((
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Name::new("projectile-missle"),
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Name::new("projectile-missile"),
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MissileProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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@@ -143,6 +143,7 @@ fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&MissileProjectile, &Transform)>,
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sensors: Query<(), With<Sensor>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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@@ -151,6 +152,10 @@ fn shot_collision(
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continue;
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}
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if sensors.contains(*e1) && sensors.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok((shot_pos, damage)) = query_shot
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