Danbias/Code/Game/DanBiasGame/GameClientState/GameState.cpp

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera.h"
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#include <GameServerAPI.h>
using namespace DanBias::Client;
struct GameState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
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std::vector<C_Object*> object;
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Oyster::Network::NetworkClient* nwClient;
gameStateState state;
}privData;
GameState::GameState(void)
{
key_forward = false;
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
}
GameState::~GameState(void)
{
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delete this->camera;
delete this->privData;
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
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camera = new Camera;
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
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pitch = 0;
//tELL SERver ready
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
return true;
}
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GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(315, 0 ,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.2);
plight.Radius = 100;
plight.Bright = 0.9;
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Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,350,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(350,350,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,350,350);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
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Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,-15,5);
plight.Color = Oyster::Math::Float3(0,0,1);
plight.Radius = 50;
plight.Bright = 2;
Oyster::Graphics::API::AddLight(plight);
LoadModels(L"map");
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InitCamera(Oyster::Math::Float3(0,0,20.0f));
return gameStateState_playing;
}
bool GameState::LoadModels(std::wstring mapFile)
{
// open file
// read file
// init models
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int nrOfBoxex = 5;
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int id = 100;
// add world model
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ModelInitData modelData;
Oyster::Math3D::Float4x4 translate;
C_Object* obj;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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modelData.world = translate ;//modelData.world * translate
modelData.world.v[0].x = 2;
modelData.world.v[1].y = 2;
modelData.world.v[2].z = 2;
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modelData.modelPath = L"world_earth.dan";
modelData.id = id++;
obj = new C_Player();
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privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
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// add box model
modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.modelPath = L"crate_colonists.dan";
for(int i =0; i< nrOfBoxex; i ++)
{
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
modelData.world = modelData.world * translate;
modelData.id = id++;
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
modelData.world = Oyster::Math3D::Float4x4::identity;
}
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//
//// add crystal model
// modelData.world = Oyster::Math3D::Float4x4::identity;
// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
//
// modelData.world = modelData.world * translate;
// modelData.visible = true;
// modelData.modelPath = L"crystalformation_b.dan";
// modelData.id = id++;
// // load models
// obj = new C_Player();
// privData->object.push_back(obj);
// privData->object[privData->object.size() -1 ]->Init(modelData);
//
//// add house model
// modelData.world = Oyster::Math3D::Float4x4::identity;
// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0));
// Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
//
// modelData.world = modelData.world * translate * rot;
// modelData.visible = true;
// modelData.modelPath = L"building_corporation.dan";
// modelData.id = id++;
// // load models
// obj = new C_Player();
// privData->object.push_back(obj);
// privData->object[privData->object.size() -1 ]->Init(modelData);
//
//
// // add jumppad
// modelData.world = Oyster::Math3D::Float4x4::identity;
// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0));
// //Oyster::Math3D::RotationMatrix_AxisZ()
// modelData.world = modelData.world * translate;
// modelData.visible = true;
// modelData.modelPath = L"jumppad_round.dan";
// modelData.id = id++;
// // load models
// obj = new C_Player();
// privData->object.push_back(obj);
// privData->object[privData->object.size() -1 ]->Init(modelData);
//
// // add sky sphere
// modelData.world = Oyster::Math3D::Float4x4::identity;
// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0));
// //Oyster::Math3D::RotationMatrix_AxisZ()
// modelData.world = modelData.world * translate;
// modelData.world.v[0].x = 800;
// modelData.world.v[1].y = 800;
// modelData.world.v[2].z = 800;
// modelData.visible = true;
// modelData.modelPath = L"skysphere.dan";
// modelData.id = id++;
// // load models
// obj = new C_Player();
// privData->object.push_back(obj);
// privData->object[privData->object.size() -1 ]->Init(modelData);
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
camera->LookAt(pos, dir, up);
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi / 4, 1024.0f / 768.0f, .1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
privData->view = camera->View();
privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
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void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
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{
myId = id;
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ModelInitData modelData;
C_Object* obj;
modelData.visible = true;
modelData.world = world;
modelData.modelPath = modelName;
modelData.id = myId;
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
//printf("Move message recieved!");
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
camera->setRight(right);
camera->setUp(up);
camera->setLook(objForward);
up *= 2;
objForward *= -3;
Oyster::Math::Float3 cameraPos = up + pos + objForward;
camera->SetPosition(cameraPos);
camera->UpdateViewMatrix();
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}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading: //Will this ever happen in this scope??
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{
// load map
// wait for all players
LoadGame();
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GameLogic::Protocol_General_Status gameStatus;
gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
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privData->nwClient->Send(gameStatus);
privData->state = gameStateState_playing;
}
break;
case gameStateState_playing:
// read server data
// update objects
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{
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readKeyInput(KeyInput);
camera->UpdateViewMatrix();
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}
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
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Oyster::Graphics::API::SetView(camera->View());
//Oyster::Graphics::API::SetProjection(camera->Proj());
//Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection(privData->proj);
Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < privData->object.size(); i++)
{
privData->object[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
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for (unsigned int i = 0; i < privData->object.size(); i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
{
bool send = false;
GameLogic::Protocol_PlayerMovement movePlayer;
movePlayer.bForward = false;
movePlayer.bBackward = false;
movePlayer.bLeft = false;
movePlayer.bRight = false;
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
{
movePlayer.bForward = true;
send = true;
key_forward = true;
}
}
else
key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S))
{
if(!key_backward)
{
movePlayer.bBackward = true;
send = true;
key_backward = true;
}
}
else
key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A))
{
if(!key_strafeLeft)
{
movePlayer.bLeft = true;
send = true;
key_strafeLeft = true;
}
}
else
key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D))
{
if(!key_strafeRight)
{
movePlayer.bRight = true;
send = true;
key_strafeRight = true;
}
}
else
key_strafeRight = false;
if (privData->nwClient->IsConnected() && send)
{
privData->nwClient->Send(movePlayer);
}
//send delta mouse movement
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//if (KeyInput->IsMousePressed())
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{
camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch());
pitch = KeyInput->GetPitch();
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camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float4 look = camera->GetLook();
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playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
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privData->nwClient->Send(playerLookDir);
}
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// shoot
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if(KeyInput->IsKeyPressed(DIK_Z))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_X))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_C))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
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privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
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// jump
if(KeyInput->IsKeyPressed(DIK_SPACE))
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{
if(!key_Jump)
{
GameLogic::Protocol_PlayerJump playerJump;
playerJump.hasJumped = true;
privData->nwClient->Send(playerJump);
key_Jump = true;
}
}
else
key_Jump = false;
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// send event data
//
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
}
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void GameState::Protocol(ProtocolStruct* pos)
{
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}
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void GameState::Protocol( PlayerPos* pos )
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{
Oyster::Math::Float4x4 world, translate;
world = Oyster::Math::Float4x4::identity;
translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
world = world * translate;
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privData->object[0]->setPos( world );
}
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void GameState::Protocol( ObjPos* pos )
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{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = pos->worldPos[i];
}
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//printf("pos for obj %d, ",pos->object_ID );
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
if(privData->object[i]->GetId() == pos->object_ID)
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{
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privData->object[i]->setPos(world);
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Oyster::Math::Float3 position = Oyster::Math::Float3(0, 605, 15);
if(pos->object_ID == myId) // playerobj
{
//printf("Move message recieved!");
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
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Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
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Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
camera->setRight(right);
camera->setUp(up);
//camera->setLook(objForward);
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up *= 1;
objForward *= -2;
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Oyster::Math::Float3 cameraPos = position + up + objForward;
//camera->SetPosition(cameraPos);
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}
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camera->SetPosition(position);
//camera->UpdateViewMatrix();
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}
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}
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}
void GameState::Protocol( NewObj* newObj )
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{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = newObj->worldPos[i];
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}
ModelInitData modelData;
modelData.world = world;
modelData.visible = true;
modelData.id = newObj->object_ID;
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//not sure if this is good parsing rom char* to wstring
const char* path = newObj->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
// load models
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C_Object* player = new C_Player();
player->Init(modelData);
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privData->object.push_back(player);
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}
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == obj->object_ID)
{
privData->object.at(i)->Release();
privData->object.erase(privData->object.begin() + i );
}
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}
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//privData->object[obj->object_ID]->Release( );
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}
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//void GameState::Protocol(LightPos pos);