#include "CrystalFormation.h" using namespace GameLogic; CrystalFormation::CrystalFormation(void) :StaticObject() { this->shreddingDamage = 0; } CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage) :StaticObject(rigidBody, collisionFuncAfter, type) { this->shreddingDamage = shreddingDamage; } CrystalFormation::~CrystalFormation(void) { }