Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
ea5fc78817
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@ -107,8 +107,7 @@
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\GameLogic\</AdditionalIncludeDirectories>
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</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -124,8 +123,7 @@
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\GameLogic\</AdditionalIncludeDirectories>
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</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -143,8 +141,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\GameLogic\</AdditionalIncludeDirectories>
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</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -164,8 +161,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\GameLogic\</AdditionalIncludeDirectories>
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</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -95,6 +95,7 @@ namespace DanBias
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return true;
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return true;
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}
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}
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#ifndef ERIK
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////private:
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////private:
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bool GameSession::Init(GameSessionDescription& desc)
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bool GameSession::Init(GameSessionDescription& desc)
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{
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{
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@ -107,6 +108,7 @@ namespace DanBias
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this->clients.Push(desc.clients[i]);
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this->clients.Push(desc.clients[i]);
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}
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}
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return true;
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return true;
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}
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}
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void GameSession::Frame()
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void GameSession::Frame()
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@ -156,9 +158,94 @@ namespace DanBias
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}
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}
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}
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}
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#ifdef ERIK
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#else
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#include "DynamicObject.h"
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//#include "CollisionManager.h"
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//#include "GameLogicStates.h"
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//#include <GameProtocols.h>
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/*
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using namespace GameLogic;
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//VARIABLES GOES HERE
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//VARIABLES GOES HERE
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DynamicObject* objectBox;
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bool GameSession::Init(GameSessionDescription& desc)
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{
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if(desc.clients.Size() == 0) return false;
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this->box = new PostBox<NetEvent>();
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this->owner = desc.owner;
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for (unsigned int i = 0; i < desc.clients.Size(); i++)
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{
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desc.clients[i]->SetPostbox(this->box);
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this->clients.Push(desc.clients[i]);
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}
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CollisionManager::BoxCollision(0,0);
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objectBox = new DynamicObject(CollisionManager::BoxCollision, OBJECT_TYPE::OBJECT_TYPE_BOX);
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Protocol_CreateObject objectCreation;
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objectCreation.object_ID = objectBox->GetID();
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objectCreation.path = "crate";
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Oyster::Math::Float4x4 worldMat = objectBox->GetRigidBody()->GetOrientation();
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for (int i = 0; i < 16; i++)
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{
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objectCreation.worldMatrix[i] = worldMat[i];
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}
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for (int i = 0; i < clients.Size(); i++)
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{
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clients[i]->NetClient_Object()->Send(objectCreation);
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}
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return true;
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}
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void GameSession::Frame()
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{
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}
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void GameSession::ParseEvents()
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{
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if(this->box && !this->box->IsEmpty())
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{
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NetEvent &e = this->box->Fetch();
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if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
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ParseProtocol(e.protocol, *e.reciever);
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}
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}
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void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::ClientObject& c)
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{
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switch (p[0].value.netShort)
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{
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case protocol_Gamplay_PlayerNavigation:
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{
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if(p[1].value.netBool) //bool bForward;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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if(p[2].value.netBool) //bool bBackward;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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if(p[5].value.netBool) //bool bStrafeRight;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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if(p[6].value.netBool) //bool bStrafeLeft;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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}
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break;
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case protocol_Gamplay_PlayerMouseMovement:
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break;
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case protocol_Gamplay_PlayerPosition:
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break;
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case protocol_Gamplay_CreateObject:
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break;
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case protocol_Gamplay_ObjectPosition:
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break;
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}
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}
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*/
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#endif
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#endif
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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#ifndef DYNAMICOBJECT_H
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#ifndef DYNAMICOBJECT_H
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#define DYNAMICOBJECT_H
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#define DYNAMICOBJECT_H
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#include "Object.h"
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#include "GameLogicDef.h"
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#include "GameLogicDef.h"
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#include "Object.h"
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namespace GameLogic
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namespace GameLogic
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{
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{
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