Merge remote-tracking branch 'origin/GameLogic' into Camera-Merge-buffer
This commit is contained in:
commit
3139d6d409
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@ -38,18 +38,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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ForcePush(usage,dt);
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ForcePush(usage,dt);
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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if(hasObject)
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{
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//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
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break;
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}
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ForcePull(usage,dt);
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ForcePull(usage,dt);
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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ForceZip(usage,dt);
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ForceZip(usage,dt);
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break;
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break;
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}
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}
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}
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}
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@ -117,12 +113,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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********************************************************/
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********************************************************/
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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{
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{
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Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
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Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
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//do something with state
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this->owner->GetRigidBody()->ApplyImpulse(force);
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//state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
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this->owner->GetRigidBody()->SetState(state);
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}
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}
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@ -7,6 +7,7 @@
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#include "Game.h"
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#include "Game.h"
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#include "CollisionManager.h"
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#include "CollisionManager.h"
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#include "JumpPad.h"
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#include "JumpPad.h"
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#include "Portal.h"
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using namespace Oyster;
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using namespace Oyster;
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@ -14,6 +15,7 @@ using namespace GameLogic;
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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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void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
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void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
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void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
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//Physics::ICustomBody::SubscriptMessage
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//Physics::ICustomBody::SubscriptMessage
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void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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@ -63,6 +65,20 @@ using namespace GameLogic;
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{
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{
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obj.ApplyImpulse(force);
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obj.ApplyImpulse(force);
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}
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}
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void Portal::PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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Portal *portal = (Portal*)(rigidBodyPortal->GetCustomTag());
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if(obj->GetState().mass == 0) return;
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Teleport(*obj,portal->portalExit);
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}
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void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target)
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{
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obj.SetPosition(target);
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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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@ -0,0 +1,20 @@
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#include "CrystalFormation.h"
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using namespace GameLogic;
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CrystalFormation::CrystalFormation(void)
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:StaticObject()
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{
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this->shreddingDamage = 0;
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}
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CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage)
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:StaticObject(rigidBody, collisionFuncAfter, type)
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{
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this->shreddingDamage = shreddingDamage;
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}
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CrystalFormation::~CrystalFormation(void)
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{
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}
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@ -0,0 +1,21 @@
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#ifndef CRYSTALFORMATION_H
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#define CRYSTALFORMATION_H
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#include "StaticObject.h"
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namespace GameLogic
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{
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class CrystalFormation : public StaticObject
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{
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public:
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CrystalFormation(void);
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CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
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,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
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,OBJECT_TYPE type, Oyster::Math::Float shreddingDamage);
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~CrystalFormation(void);
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private:
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Oyster::Math::Float shreddingDamage;
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};
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}
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#endif
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@ -192,6 +192,7 @@
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<ClInclude Include="LevelLoader\LevelParser.h" />
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<ClInclude Include="LevelLoader\LevelParser.h" />
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<ClInclude Include="LevelLoader\ParseFunctions.h" />
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<ClInclude Include="LevelLoader\ParseFunctions.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="Portal.h" />
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<ClInclude Include="StaticObject.h" />
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<ClInclude Include="StaticObject.h" />
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<ClInclude Include="Team.h" />
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<ClInclude Include="Team.h" />
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<ClInclude Include="TeamManager.h" />
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<ClInclude Include="TeamManager.h" />
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@ -215,6 +216,7 @@
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<ClCompile Include="Object.cpp" />
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<ClCompile Include="Object.cpp" />
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<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
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<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="Portal.cpp" />
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<ClCompile Include="StaticObject.cpp" />
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<ClCompile Include="StaticObject.cpp" />
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<ClCompile Include="Team.cpp" />
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<ClCompile Include="Team.cpp" />
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<ClCompile Include="TeamManager.cpp" />
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<ClCompile Include="TeamManager.cpp" />
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@ -0,0 +1,22 @@
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#include "Portal.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
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Portal::Portal(void)
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:StaticObject()
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{
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this->portalExit = Float3(0,0,0);
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}
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Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 portalExit)
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:StaticObject(rigidBody, collisionFuncAfter, type)
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{
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this->portalExit = portalExit;
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}
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Portal::~Portal(void)
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{
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}
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@ -0,0 +1,23 @@
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#ifndef PORTAL_H
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#define PORTAL_H
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#include "StaticObject.h"
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namespace GameLogic
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{
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class Portal : public StaticObject
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{
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public:
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Portal(void);
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Portal(Oyster::Physics::ICustomBody *rigidBody
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,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
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,OBJECT_TYPE type, Oyster::Math::Float3 portalExit);
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~Portal(void);
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static void PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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private:
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Oyster::Math::Float3 portalExit;
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};
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}
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#endif
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