GL- levelLoader can now load a correct spawnpoint
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bfb9864be9
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3051621f30
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@ -175,8 +175,15 @@ bool GameState::LoadModels(std::string mapFile)
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{
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{
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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switch (obj->typeID)
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switch (obj->typeID)
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{
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{
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case GameLogic::ObjectType::ObjectType_SpawnPoint:
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{
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break;
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}
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case GameLogic::ObjectType::ObjectType_LevelMetaData:
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case GameLogic::ObjectType::ObjectType_LevelMetaData:
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break;
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break;
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@ -59,6 +59,27 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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break;
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break;
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}
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}
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case ObjectType_SpawnPoint:
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{
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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SpawnPointAttributes* spawn = new SpawnPointAttributes;
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spawn->typeID = header->typeID;
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for(int i = 0; i < 3; i++)
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{
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spawn->position[i] = header->position[i];
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}
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delete header;
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//objects.push_back(header);
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objects.push_back(spawn);
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break;
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}
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//Unless they are changed to not be the same.
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//Unless they are changed to not be the same.
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case ObjectType_Static: case ObjectType_Dynamic:
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case ObjectType_Static: case ObjectType_Dynamic:
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@ -133,13 +154,8 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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objects.push_back(header);
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objects.push_back(header);
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break;
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break;
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}
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}
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//this is a hotfix, fix so you only load the relevant data when the file is updated
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case ObjectSpecialType_SpawnPoint:
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{
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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}
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default:
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default:
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//Couldn't find specialType
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//Couldn't find specialType
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@ -16,6 +16,7 @@ namespace GameLogic
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ObjectType_Static,
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ObjectType_Static,
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ObjectType_Dynamic,
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ObjectType_Dynamic,
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ObjectType_Light,
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ObjectType_Light,
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ObjectType_SpawnPoint,
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//Etc
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//Etc
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ObjectType_NUM_OF_TYPES,
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ObjectType_NUM_OF_TYPES,
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@ -38,7 +39,6 @@ namespace GameLogic
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ObjectSpecialType_CrystalShard,
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ObjectSpecialType_CrystalShard,
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ObjectSpecialType_JumpPad,
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ObjectSpecialType_JumpPad,
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ObjectSpecialType_Portal,
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ObjectSpecialType_Portal,
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ObjectSpecialType_SpawnPoint,
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ObjectSpecialType_Player,
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ObjectSpecialType_Player,
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@ -206,6 +206,13 @@ namespace GameLogic
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virtual ~ObjectHeader(){}
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virtual ~ObjectHeader(){}
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};
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};
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//inheritance from the base class because there is no use for ModelFile, Rotation and Scale
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//so this is a special struct for just spawnpoints
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struct SpawnPointAttributes : public ObjectTypeHeader
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{
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float position[3];
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};
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/************************************
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/************************************
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Special objects
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Special objects
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*************************************/
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*************************************/
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@ -234,6 +241,8 @@ namespace GameLogic
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/************************************
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/************************************
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Lights
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Lights
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*************************************/
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*************************************/
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@ -3,7 +3,6 @@
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/////////////////////////////////////
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/////////////////////////////////////
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#include "LevelParser.h"
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#include "LevelParser.h"
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#include "Loader.h"
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#include "Loader.h"
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#include "ParseFunctions.h"
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#include "ParseFunctions.h"
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@ -59,6 +58,27 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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break;
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break;
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}
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}
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case ObjectType_SpawnPoint:
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{
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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SpawnPointAttributes* spawn = new SpawnPointAttributes;
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spawn->typeID = header->typeID;
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for(int i = 0; i < 3; i++)
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{
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spawn->position[i] = header->position[i];
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}
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delete header;
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//objects.push_back(header);
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objects.push_back(spawn);
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break;
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}
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//Unless they are changed to not be the same.
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//Unless they are changed to not be the same.
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case ObjectType_Static: case ObjectType_Dynamic:
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case ObjectType_Static: case ObjectType_Dynamic:
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@ -134,13 +154,6 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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break;
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break;
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}
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}
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case ObjectSpecialType_SpawnPoint:
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{
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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}
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default:
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default:
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//Couldn't find specialType
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//Couldn't find specialType
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break;
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break;
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@ -16,6 +16,7 @@ namespace GameLogic
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ObjectType_Static,
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ObjectType_Static,
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ObjectType_Dynamic,
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ObjectType_Dynamic,
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ObjectType_Light,
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ObjectType_Light,
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ObjectType_SpawnPoint,
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//Etc
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//Etc
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ObjectType_NUM_OF_TYPES,
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ObjectType_NUM_OF_TYPES,
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@ -38,7 +39,6 @@ namespace GameLogic
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ObjectSpecialType_CrystalShard,
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ObjectSpecialType_CrystalShard,
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ObjectSpecialType_JumpPad,
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ObjectSpecialType_JumpPad,
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ObjectSpecialType_Portal,
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ObjectSpecialType_Portal,
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ObjectSpecialType_SpawnPoint,
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ObjectSpecialType_Player,
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ObjectSpecialType_Player,
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ObjectSpecialType_Generic,
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ObjectSpecialType_Generic,
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@ -207,6 +207,11 @@ namespace GameLogic
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virtual ~ObjectHeader(){}
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virtual ~ObjectHeader(){}
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};
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};
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struct SpawnPointAttributes : public ObjectTypeHeader
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{
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ObjectSpecialType specialTypeID;
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float position[3];
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};
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/************************************
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/************************************
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Special objects
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Special objects
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*************************************/
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*************************************/
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