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Fixed a few bugs
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What Lies Below.yyp

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objects/obj_controller/CleanUp_0.gml

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/// @description Clean Up Data Structures/Camera
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ds_grid_destroy(global.worldObjects);
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ds_map_destroy(global.fontTextures);
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camera_destroy(cameraID);
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game_end();

objects/obj_effect_handler/Draw_74.gml

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@@ -34,7 +34,7 @@ surface_reset_target();
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// 5 -- Image Correction
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if (lightingEnabled){ // Activate lighting system if currently enabled
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lighting_system([0, 0, 0], -0.05, 0.4, 0.25);
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lighting_system([0, 0, 0], -0.6, 0.1, 0.25);
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}
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// TODO -- Add toggle for bloom effect here

scripts/enumerators/enumerators.gml

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/// @description Enumerators used by the game's various systems.
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// Stores the state of the game on a global scale at the given moment
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enum GameState{
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InGame,
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InMenu,

scripts/macros/macros.gml

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// Vector array indexes
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#macro X 0
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#macro Y 1
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#macro Z 2
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#macro W 3
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// Animation contants
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#macro DIRECTIONS 4

shaders/shd_lighting/shd_lighting.fsh

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@@ -20,10 +20,10 @@ void main(){
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float gray = dot (baseColor, vec3(0.299, 0.587, 0.114));
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// Determine the initial out color based on the grayscale value, base color, and lighting color
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vec3 outColor = gray > 0.5 ? 1.0 - (1.0 - 2.0 * (baseColor * 0.5)) * (1.0 - color) : 2.0 * baseColor * color;
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vec3 outColor = gray > 0.5 ? 1.0 - (1.0 - 2.0 * (baseColor - 0.5)) * (1.0 - color) : 2.0 * baseColor * color;
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// Add saturation, contrast, and brightness; in that order
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outColor = mix(vec3(gray), outColor, saturation);
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outColor = (outColor - 0.5) * contrast * 0.5;
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outColor = (outColor - 0.5) * contrast + 0.5;
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outColor = outColor + brightness;
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// Finally, incorporate the lights into the outColor values

views/ae36389d-d73d-4c0a-ba56-adc1ed4debbb.yy

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views/d3a977f2-4693-41fd-a0b3-4391bab5ff09.yy

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