241 lines
6.6 KiB
C++
241 lines
6.6 KiB
C++
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/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Player.h"
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#include "Session.h"
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#include "GameLUA.h"
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#include <iostream> // TODO: to be removed
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using namespace ::GameLogic;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision;
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using ::std::string;
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const unsigned char Player::noTeam = 255;
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Player::Player( ) : Object(), session(NULL), name(), playerID(-1), teamID(Player::noTeam), killCount(0), teamKillCount(0), deathCount(0), lockedTarget(NULL), hullPoints(255), shieldPoints(0), specialID(255), primaryWeapon(Weapon::Test), primaryWeaponCooldown(0.0f) {}
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Player::Player( const Player &player ) : Object(player), session(player.session), name(player.name), playerID(player.playerID), teamID(player.teamID), killCount(player.killCount), teamKillCount(player.teamKillCount), deathCount(player.deathCount), lockedTarget(player.lockedTarget), hullPoints(player.hullPoints), shieldPoints(player.shieldPoints), specialID(player.specialID), primaryWeapon(player.primaryWeapon), primaryWeaponCooldown(player.primaryWeaponCooldown) {}
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Player::Player( const Float4x4 &orientation, const Float3 ¢erOfMass ) : Object(orientation, centerOfMass), session(NULL), name(), playerID(-1), teamID(Player::noTeam), killCount(0), teamKillCount(0), deathCount(0), lockedTarget(NULL), hullPoints(255), shieldPoints(0), specialID(255), primaryWeapon(Weapon::Test), primaryWeaponCooldown(0.0f) {}
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Player::Player( const Box &body, const Float3 ¢erOfMass ) : Object(body, centerOfMass), session(NULL), name(), playerID(-1), teamID(Player::noTeam), killCount(0), teamKillCount(0), deathCount(0), lockedTarget(NULL), hullPoints(255), shieldPoints(0), specialID(255), primaryWeapon(Weapon::Test), primaryWeaponCooldown(0.0f) {}
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Player::~Player( ) {}
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Player & Player::operator = ( const Player &player )
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{
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Object::operator=( player );
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this->session = player.session;
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this->name = player.name;
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this->playerID = player.playerID;
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this->teamID = player.teamID;
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this->killCount = player.killCount;
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this->teamKillCount = player.teamKillCount;
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this->deathCount = player.deathCount;
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this->hullPoints = player.hullPoints;
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this->shieldPoints = player.shieldPoints;
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this->specialID = player.specialID;
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this->primaryWeapon = player.primaryWeapon;
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this->primaryWeaponCooldown = player.primaryWeaponCooldown;
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return *this;
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}
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Object * Player::clone( ) const
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{ return new Player(*this); }
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void Player::update( float deltaTime )
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{
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Object::update( );
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if (primaryWeaponCooldown > 0.0f)
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primaryWeaponCooldown -= deltaTime;
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}
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void Player::firePrimaryWeapon( )
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{
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if (primaryWeaponCooldown <= 0.0f)
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GameLUA::executeOnFireScript( primaryWeapon, *this );
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}
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void Player::fireSecondaryWeapon( )
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{
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/* TODO */
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}
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void Player::fireSpecial( )
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{
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/* TODO */
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}
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void Player::lockTarget( unsigned int objectID )
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{ this->lockedTarget = this->session->objectIDLib[objectID]; }
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void Player::setPrimaryWeapon(Weapon::Type weapon)
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{
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primaryWeapon = weapon;
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}
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void Player::setPrimaryWeaponCooldown(float cooldown)
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{
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primaryWeaponCooldown = cooldown;
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}
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Object::Type Player::getType( ) const
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{ return Object::Player; }
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const string & Player::getName( ) const
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{ return this->name; }
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int Player::getPlayerID( ) const
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{
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return this->playerID;
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}
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unsigned char Player::getTeamID( ) const
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{ return this->teamID; }
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unsigned int Player::getNumKills( ) const
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{ return this->killCount; }
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unsigned int Player::getNumTeamKills( ) const
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{ return this->teamKillCount; }
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unsigned int Player::getNumDeaths( ) const
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{ return this->deathCount; }
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Session *Player::getSession( ) const
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{ return this->session; }
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unsigned char Player::getHullPoints( ) const
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{ return this->hullPoints; }
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unsigned char Player::getShieldPoints( ) const
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{ return this->shieldPoints; }
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void Player::setName( const string &name )
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{ this->name = name; }
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void Player::setPlayerID( int id )
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{
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playerID = id;
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}
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void Player::setTeam( unsigned char teamID )
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{ this->teamID = teamID; }
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void Player::setHullPoints( unsigned char value )
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{
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this->hullPoints = value;
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if( value == 0 )
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this->onDeath( *this );
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}
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void Player::setShieldPoints( unsigned char value )
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{ this->shieldPoints = value; }
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void Player::resetScores( )
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{ this->killCount = this->teamKillCount = this->deathCount = 0; }
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void Player::applyDamage( unsigned char magnitude, Object &attacker )
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{
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if( this->shieldPoints > 0 )
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{
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magnitude = (unsigned char)(unsigned int)((float)magnitude * ( (float)this->shieldPoints / (float)this->getConfigData( this->getConfigID() ).shieldPoints ));
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if( magnitude == 0 )
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magnitude = 1;
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if( this->shieldPoints >= magnitude )
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{
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this->shieldPoints -= magnitude;
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return;
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}
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else
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{
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magnitude -= this->shieldPoints;
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this->shieldPoints = 0;
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}
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}
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if( this->hullPoints <= magnitude )
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{
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this->hullPoints = 0;
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this->onDeath( attacker );
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}
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else
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this->hullPoints -= magnitude;
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}
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void Player::applyHeal( unsigned char magnitude )
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{
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this->hullPoints += magnitude;
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unsigned int id = this->getConfigID();
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if( id != Object::invalidID )
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this->hullPoints = ::Utility::Value::min( this->hullPoints, (unsigned char)this->getConfigData(id).hullPoints );
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}
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void Player::onDeath( Object &killer )
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{
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killer.onKill( *this );
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++this->deathCount;
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Player* p = dynamic_cast<Player*>(&killer);
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Event::ShipDestroyed* e = new Event::ShipDestroyed(this->playerID,p->playerID);
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for(int i=0;i < PLAYER_MAX_COUNT; ++i)
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{
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e->setScore(i,this->session->player[i].killCount, this->session->player[i].deathCount, this->session->player[i].teamKillCount);
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}
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this->session->eventList.push_back(e);
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this->moveToLimbo();
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this->spawn();
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}
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void Player::onKill( Object &victim )
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{
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if( victim.getType() == Object::Player )
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{
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Player *v = (Player*)&victim;
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if( this->teamID == Player::noTeam || this->teamID != v->teamID )
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++this->killCount;
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else
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++this->teamKillCount;
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}
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}
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void Player::spawn( )
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{
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int num = (int)this->session->spawnPoint.size();
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this->stop();
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if( num > 0 )
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{
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int spawnRef = rand() % (int)num;
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Box spawnZone = this->body;
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unsigned int channel = (unsigned int)Object::Player;
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for( int i = 0; i < num; ++i )
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{
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spawnZone.orientation = this->session->spawnPoint[spawnRef];
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if( this->session->world.collidesWithSomething(&channel, 1, &spawnZone) )
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spawnRef = (spawnRef + 1) % (int)num;
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else
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{
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this->setOrientation( spawnZone.orientation );
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this->setConfig(this->getConfigID());
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this->releaseFromLimbo();
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return;
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}
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}
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}
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this->moveToLimbo();
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}
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void Player::loadConfig( const InstanceBlueprint &config )
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{
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Object::loadConfig( config );
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this->hullPoints = config.hullPoints;
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this->shieldPoints = config.shieldPoints;
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}
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