Health pickups is now working!
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9ec3fc6fa4
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925f05b3b0
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@ -142,8 +142,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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this->privData->camera.SetPosition( p->getPos() );
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this->privData->camera.SetPosition( p->getPos() );
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Float3 offset = Float3( 0.0f );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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// DEBUG position of camera so we can see the player model
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offset.y = p->getScale().y * 5.0f;
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//offset.y = p->getScale().y * 5.0f;
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offset.z = p->getScale().z * -5.0f;
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//offset.z = p->getScale().z * -5.0f;
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// !DEBUG
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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this->privData->camera.UpdateOrientation();
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@ -187,7 +187,7 @@ bool GameState::Render()
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{
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{
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if(playerObject->second)
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if(playerObject->second)
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{
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{
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//if( this->privData->myId != playerObject->second->GetId() )
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if( this->privData->myId != playerObject->second->GetId() )
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{
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{
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playerObject->second->Render();
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playerObject->second->Render();
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}
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}
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@ -596,6 +596,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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if(!object)
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{
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//If it is a static object
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object = (*this->privData->staticObjects)[decoded.objectID];
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}
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}
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}
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if( object )
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if( object )
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@ -613,6 +619,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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if(!object)
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{
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//If it is a static object
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object = (*this->privData->staticObjects)[decoded.objectID];
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}
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}
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}
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if( object )
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if( object )
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@ -44,7 +44,6 @@ using namespace GameLogic;
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realObjB = realObjA;
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realObjB = realObjA;
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}
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}
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switch (realObjB->GetObjectType())
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switch (realObjB->GetObjectType())
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{
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{
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case ObjectSpecialType::ObjectSpecialType_Generic:
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case ObjectSpecialType::ObjectSpecialType_Generic:
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@ -374,9 +373,14 @@ using namespace GameLogic;
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return;
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return;
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if(b->GetObjectType() == ObjectSpecialType_Player)
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if(b->GetObjectType() == ObjectSpecialType_Player)
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{
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//Only update if it is active. And if the player is alive
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if(((Pickup*)a)->IsActive() && ((Player*)b)->GetState() != PLAYER_STATE_DEAD && ((Player*)b)->GetState() != PLAYER_STATE_DIED)
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{
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{
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((Pickup*)a)->OnCollision((Player*)(b));
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((Pickup*)a)->OnCollision((Player*)(b));
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}
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}
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return;
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}
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else if(a->GetObjectType() != ObjectSpecialType_Player)
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else if(a->GetObjectType() != ObjectSpecialType_Player)
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{
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{
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//One of the objects are not a player.
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//One of the objects are not a player.
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@ -384,5 +388,9 @@ using namespace GameLogic;
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return;
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return;
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}
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}
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//Only update if it is active. And if the player is alive
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if(((Pickup*)b)->IsActive() && ((Player*)a)->GetState() != PLAYER_STATE_DEAD && ((Player*)a)->GetState() != PLAYER_STATE_DIED)
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{
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((Pickup*)b)->OnCollision((Player*)a);
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((Pickup*)b)->OnCollision((Player*)a);
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}
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}
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}
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@ -9,6 +9,7 @@ Pickup::Pickup(Oyster::Physics::ICustomBody *rigidBody, EventOnCollision collisi
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this->active = true;
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this->active = true;
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this->spawnTime = spawnTime;
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this->spawnTime = spawnTime;
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timer.reset();
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timer.reset();
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this->GetRigidBody()->MoveToLimbo();
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}
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}
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Pickup::~Pickup()
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Pickup::~Pickup()
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@ -1,4 +1,5 @@
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#include "PickupHealth.h"
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#include "PickupHealth.h"
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#include "../Game.h"
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using namespace GameLogic;
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using namespace GameLogic;
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@ -14,5 +15,8 @@ PickupHealth::~PickupHealth()
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void PickupHealth::OnCollision(Player *player)
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void PickupHealth::OnCollision(Player *player)
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{
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{
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timer.reset();
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timer.reset();
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((Game*)&Game::Instance())->onDisableFnc(this);
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this->active = false;
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player->DamageLife(-hpValue);
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player->DamageLife(-hpValue);
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}
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}
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@ -345,7 +345,13 @@ PLAYER_STATE Player::GetState() const
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void Player::DamageLife(int damage)
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void Player::DamageLife(int damage)
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{
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{
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if(damage != 0)
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{
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this->playerStats.hp -= damage;
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this->playerStats.hp -= damage;
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if(this->playerStats.hp > 100)
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this->playerStats.hp = 100;
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// send hp to client
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// send hp to client
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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@ -354,7 +360,7 @@ void Player::DamageLife(int damage)
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this->playerStats.hp = 0;
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this->playerStats.hp = 0;
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this->playerState = PLAYER_STATE_DIED;
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this->playerState = PLAYER_STATE_DIED;
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}
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}
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}
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}
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}
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void Player::AddAffectedObject(DynamicObject &AffectedObject)
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void Player::AddAffectedObject(DynamicObject &AffectedObject)
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@ -152,7 +152,7 @@ using namespace DanBias;
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}
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}
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void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
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void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
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{
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{
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GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
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GameSession::gameSession->Send(Protocol_ObjectEnable(movedObject->GetID()).GetProtocol());
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}
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}
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void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
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void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
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{
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{
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@ -168,6 +168,14 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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ParseObject(&buffer[counter], &header->healthValue, 4);
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ParseObject(&buffer[counter], &header->healthValue, 4);
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counter += 4;
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counter += 4;
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// DEBUG
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header->position[1] = 150;
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header->spawnTime = 5;
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header->boundingVolume.box.mass = 0;
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header->typeID = ObjectType_Static;
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header->healthValue = 50;
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// !DEBUG
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objects.push_back(header);
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objects.push_back(header);
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break;
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break;
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}
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}
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