diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 31c04e19..6d3de52c 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { case ObjectSpecialType_None: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_World: @@ -43,29 +43,29 @@ 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,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Building: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } case ObjectSpecialType_Stone: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_StandardBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_RedExplosiveBox: { int dmg = 50; - Oyster::Math::Float3 force(50, 50,50); + Oyster::Math::Float force = 50; int radie = 50; - gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++, dmg, force, radie); + gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); } break; //case ObjectSpecialType_BlueExplosiveBox: @@ -74,24 +74,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) // break; case ObjectSpecialType_SpikeBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Spike: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_CrystalFormation: { int dmg = 50; //gameObj = new Crystal(rigidBody); - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_CrystalShard: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_JumpPad: @@ -99,19 +99,19 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) float power = ((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; Oyster::Math::Float3 pushForce = dir * power; - gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++ , pushForce); + gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; - gameObj = new Portal(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++, destination); + gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination); } break; case ObjectSpecialType_SpawnPoint: { // save - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Player: @@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) break; case ObjectSpecialType_Generic: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; default: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; }