fix(lighting): llig flicker tambe del YAML del jugador
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@@ -1018,10 +1018,11 @@ void GameScene::applyLightingPass() {
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// `Lighting::apply` salta el cercle al filtre intern. No fem un
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// gating extern aquí (els jugadors són només 1-2 actors i el cost
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// d'afegir-los al vector és menyspreable).
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const bool PLAYER_FLICKER = Player::getLightFlicker();
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for (const auto& p : players_) {
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if (p->isOutOfPlay()) { continue; }
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const auto C = p->getLightCenter();
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emitters.push_back({.cx = C.x, .cy = C.y, .radius = PLAYER_R, .flicker = false});
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emitters.push_back({.cx = C.x, .cy = C.y, .radius = PLAYER_R, .flicker = PLAYER_FLICKER});
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}
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for (const auto* e : entity_manager_.getEntities()) {
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const int R = e->getLightRadius();
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