compilation fix
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14661a86f8
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5eec9fdd75
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@ -9,13 +9,8 @@ Portal::Portal(void)
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this->portalExit = Float3(0,0,0);
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this->portalExit = Float3(0,0,0);
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}
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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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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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: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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{
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this->portalExit = portalExit;
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this->portalExit = portalExit;
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}
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}
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