refactor(scenes): renombra identificadors valencians de logo/title a anglès
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@@ -394,9 +394,9 @@ void Enemy::updatePulse(float delta_time) {
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animation_.pulse_amplitude = Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * AMP_RANGE);
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const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURACIO_MAX -
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Defaults::Enemies::Animation::PULSE_DURACIO_MIN;
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animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURACIO_MIN +
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const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURATION_MAX -
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Defaults::Enemies::Animation::PULSE_DURATION_MIN;
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animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURATION_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
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}
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}
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@@ -428,9 +428,9 @@ void Enemy::updateRotationAcceleration(float delta_time) {
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * MULT_RANGE);
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animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
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const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MAX -
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Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN;
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animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN +
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const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MAX -
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Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN;
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animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
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}
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}
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