small fixes and explosive crate do 90 dmg
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4f838bb39e
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1d147004a2
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@ -3,6 +3,7 @@
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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C_DynamicObj::C_DynamicObj(void)
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C_DynamicObj::C_DynamicObj(void)
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:C_Object()
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{
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{
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}
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}
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@ -3,6 +3,7 @@
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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C_StaticObj::C_StaticObj(void)
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C_StaticObj::C_StaticObj(void)
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:C_Object()
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{
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{
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}
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}
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@ -217,6 +217,8 @@ bool GameState::Render()
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playerObject = this->privData->players.begin();
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playerObject = this->privData->players.begin();
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for( ; playerObject != this->privData->players.end(); ++playerObject )
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for( ; playerObject != this->privData->players.end(); ++playerObject )
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{
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if(playerObject->second)
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{
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{
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if( playerObject->second->getBRtype() == RB_Type_Cube)
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if( playerObject->second->getBRtype() == RB_Type_Cube)
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{
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{
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@ -227,6 +229,7 @@ bool GameState::Render()
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Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
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Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
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}
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}
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}
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}
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}
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staticObject = this->privData->staticObjects->begin();
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staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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@ -164,8 +164,8 @@ using namespace GameLogic;
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
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{
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{
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Player *hitPlayer = (Player*)realObj;
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Player *hitPlayer = (Player*)realObj;
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//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
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hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
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hitPlayer->GetRigidBody()->ApplyImpulse(force);
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//hitPlayer->GetRigidBody()->ApplyImpulse(force);
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//do shredding damage
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//do shredding damage
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}
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}
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@ -69,7 +69,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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break;
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break;
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case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_RedExplosiveBox:
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{
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{
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Oyster::Math::Float dmg = 50;
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Oyster::Math::Float dmg = 90;
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Oyster::Math::Float force = 500;
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Oyster::Math::Float force = 500;
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Oyster::Math::Float radie = 3;
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Oyster::Math::Float radie = 3;
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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