GL - deleteing cones in attatchmentMassdriver
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dedd0e87c7
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@ -106,6 +106,8 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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args.pushForce = pushForce;
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args.pushForce = pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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if(hitCone) delete hitCone;
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}
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}
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/********************************************************
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/********************************************************
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@ -141,6 +143,8 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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args.pushForce = -pushForce;
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args.pushForce = -pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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if(hitCone) delete hitCone;
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}
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}
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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@ -150,5 +154,5 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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delete hitSphere;
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if(hitSphere) delete hitSphere;
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}
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}
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