GL - using real dmg algorithm
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@ -11,7 +11,6 @@ using namespace Oyster;
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using namespace GameLogic;
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using namespace GameLogic;
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void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
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//Physics::ICustomBody::SubscriptMessage
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//Physics::ICustomBody::SubscriptMessage
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@ -29,7 +28,7 @@ using namespace GameLogic;
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break;
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break;
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case OBJECT_TYPE::OBJECT_TYPE_BOX:
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case OBJECT_TYPE::OBJECT_TYPE_BOX:
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PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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break;
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case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
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case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
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@ -43,12 +42,6 @@ using namespace GameLogic;
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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}
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}
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void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
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{
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//use kinetic energyloss of the collision in order too determin how much damage to take
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//use as part of the damage algorithm
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player.DamageLife(20);
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}
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
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{
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{
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