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FIxed leaky thread
1 parent 25b501c commit c9cf25a

40 files changed

+1093
-412
lines changed

3DGame/3DGame.csproj

+11-2
Original file line numberDiff line numberDiff line change
@@ -58,13 +58,22 @@
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<Compile Include="GameObjects\Items\ItemBonus.cs" />
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<Compile Include="GameObjects\Items\ItemEquip.cs" />
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<Compile Include="GameObjects\Items\ItemMaterial.cs" />
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<Compile Include="GameObjects\MapEntities\Actos\Hostile.cs" />
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<Compile Include="GameObjects\MapEntities\Actors\Hostile.cs" />
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<Compile Include="GameObjects\MapEntities\EntitySpawner.cs" />
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<Compile Include="GameObjects\MapEntities\Particle.cs" />
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<Compile Include="GameObjects\MapEntities\ParticleEffect.cs" />
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<Compile Include="GameObjects\MapEntities\ParticleGroup.cs" />
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<Compile Include="GameObjects\MapEntities\ParticleGroups\Ring.cs" />
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<Compile Include="GameObjects\MapEntities\Particles\Floating.cs" />
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<Compile Include="GameObjects\MapEntities\Particles\Homing.cs" />
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<Compile Include="GameObjects\MapEntities\Particles\LightBall.cs" />
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<Compile Include="GameObjects\MapEntities\Particles\LightRay.cs" />
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<Compile Include="GameObjects\MapEntities\Particles\Spiral.cs" />
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<Compile Include="GameObjects\StatBonus.cs" />
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<Compile Include="GameObjects\World.cs" />
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<Compile Include="GameObjects\MapEntities\Actor.cs" />
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<Compile Include="GameObjects\MapEntities\ActorLogic\StatObject.cs" />
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<Compile Include="GameObjects\MapEntities\Actos\Player.cs" />
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<Compile Include="GameObjects\MapEntities\Actors\Player.cs" />
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<Compile Include="GameObjects\MapEntity.cs" />
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<Compile Include="GameObjects\RNG.cs" />
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<Compile Include="Interfaces\IActionIcon.cs" />

3DGame/Content/GUI.fx

+1-1
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@ float4x4 View;
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float4x4 Projection;
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float4 Colour;
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Texture IconMap;
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sampler IconMapSampler = sampler_state { texture = <IconMap> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;};
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sampler IconMapSampler = sampler_state { texture = <IconMap> ; magfilter = POINT; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;};
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struct VertexShaderInput
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{

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