refactor(defaults): renombra VELOCITAT/CANVI_ANGLE/MAX_BALES a anglès
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@@ -32,7 +32,7 @@ namespace Systems::Collision {
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struct Context {
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std::array<Ship, 2>& ships;
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std::array<Enemy, Defaults::Entities::MAX_ORNIS>& enemies;
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets;
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets;
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std::array<float, 2>& hit_timer_per_player;
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std::array<int, 2>& score_per_player;
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std::array<int, 2>& lives_per_player;
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@@ -74,7 +74,7 @@ namespace Systems::Collision {
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// (8 fragments de l'octàgon) i el so HIT. Cal cridar-la després de detectAll()
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// perquè una bala que el mateix frame xoca i alhora surt es comptabilitzi com a impacte.
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void desactivateOutOfBoundsBullets(
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets,
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
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Effects::DebrisManager& debris_manager);
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} // namespace Systems::Collision
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