diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 1184cc49..734f3e94 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -23,13 +23,13 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { case ObjectSpecialType_None: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_World: @@ -39,28 +39,28 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) float worldSize = ((WorldAttributes*)obj)->worldSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Building: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } case ObjectSpecialType_Stone: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; - case ObjectSpecialType_StandarsBox: + case ObjectSpecialType_StandardBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_RedExplosiveBox: { int dmg = 50; //gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox); - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; //case ObjectSpecialType_BlueExplosiveBox: @@ -69,24 +69,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) // break; case ObjectSpecialType_SpikeBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Spike: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_CrystalFormation: { int dmg = 50; //gameObj = new Crystal(rigidBody); - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_CrystalShard: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_JumpPad: @@ -94,33 +94,33 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) float power = ((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; //gameObj = JumpPad(rigidBody, ); - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_SpawnPoint: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Player: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; case ObjectSpecialType_Generic: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; default: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0); } break; } diff --git a/Code/Game/GameLogic/Portal.cpp b/Code/Game/GameLogic/Portal.cpp index 66671a8d..1edd1717 100644 --- a/Code/Game/GameLogic/Portal.cpp +++ b/Code/Game/GameLogic/Portal.cpp @@ -9,13 +9,9 @@ Portal::Portal(void) this->portalExit = Float3(0,0,0); } -<<<<<<< HEAD -Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 portalExit) - :StaticObject(rigidBody, collisionFuncAfter, type) -======= + Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit) :StaticObject(rigidBody, EventOnCollision, type, objectID) ->>>>>>> GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction { this->portalExit = portalExit; }