#include "CrystalFormation.h" using namespace GameLogic; CrystalFormation::CrystalFormation(void) :StaticObject() { this->shreddingDamage = 0; } CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, int objectID,Oyster::Math::Float shreddingDamage) :StaticObject(rigidBody, CrystalFormation::DefaultCollisionAfter, ObjectSpecialType::ObjectSpecialType_CrystalFormation, objectID) { this->shreddingDamage = shreddingDamage; } CrystalFormation::~CrystalFormation(void) { } Oyster::Math::Float CrystalFormation::getShreddingDamage() { return this->shreddingDamage; }