GL - fixed compile errors
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59697bfcea
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5defe7c0f7
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@ -23,13 +23,13 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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case ObjectSpecialType_None:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Sky:
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{
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float skySize = ((SkyAttributes*)obj)->skySize;
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_World:
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@ -39,28 +39,28 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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float worldSize = ((WorldAttributes*)obj)->worldSize;
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float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Building:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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case ObjectSpecialType_Stone:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType_StandardBox:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_RedExplosiveBox:
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{
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int dmg = 50;
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//gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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//case ObjectSpecialType_BlueExplosiveBox:
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@ -69,24 +69,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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// break;
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case ObjectSpecialType_SpikeBox:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Spike:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_CrystalFormation:
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{
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int dmg = 50;
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//gameObj = new Crystal(rigidBody);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_CrystalShard:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_JumpPad:
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@ -94,33 +94,33 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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float power = ((JumpPadAttributes*)obj)->power;
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Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
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//gameObj = JumpPad(rigidBody, );
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Portal:
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{
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Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_SpawnPoint:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Player:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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case ObjectSpecialType_Generic:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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default:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,0);
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}
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break;
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}
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@ -9,13 +9,9 @@ Portal::Portal(void)
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this->portalExit = Float3(0,0,0);
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}
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<<<<<<< HEAD
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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)
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:StaticObject(rigidBody, collisionFuncAfter, type)
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=======
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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)
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:StaticObject(rigidBody, EventOnCollision, type, objectID)
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>>>>>>> GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction
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{
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this->portalExit = portalExit;
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}
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