211 lines
6.7 KiB
C++
211 lines
6.7 KiB
C++
#include "Level.h"
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#include "CollisionManager.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
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{
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}
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Level::~Level(void)
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{
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delete this->levelObj;
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this->levelObj = 0;
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}
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void Level::InitiateLevel(std::string levelPath)
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{
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}
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void Level::InitiateLevel(float radius)
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{
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//float heading = Utility::Value::Radian(180.0f);
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//float attitude = Utility::Value::Radian(0.0f);
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//float bank = Utility::Value::Radian(0);
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//
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//double c1 = cos(heading/2);
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//double s1 = sin(heading/2);
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//double c2 = cos(attitude/2);
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//double s2 = sin(attitude/2);
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//double c3 = cos(bank/2);
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//double s3 = sin(bank/2);
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//double c1c2 = c1*c2;
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//double s1s2 = s1*s2;
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//double w =c1c2*c3 - s1s2*s3;
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//double x =c1c2*s3 + s1s2*c3;
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//double y =s1*c2*c3 + c1*s2*s3;
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//double z =c1*s2*c3 - s1*c2*s3;
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//double angle = 2 * acos(w);
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//
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//double norm = x*x+y*y+z*z;
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//if (norm < 0.001) { // when all euler angles are zero angle =0 so
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// // we can set axis to anything to avoid divide by zero
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// x=1;
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// y=z=0;
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//} else {
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// norm = sqrt(norm);
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// x /= norm;
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// y /= norm;
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// z /= norm;
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//}
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int idCount = 100;
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// add level sphere
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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sbDesc.frictionCoeff_Static = 0;
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sbDesc.frictionCoeff_Dynamic = 0;
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//sbDesc.rotation =
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody::State state;
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rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
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this->levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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this->levelObj->objectID = idCount++;
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rigidBody->SetCustomTag(this->levelObj);
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/*
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 50;
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sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
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ICustomBody* rigidBody_TestBox;
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int nrOfBoxex = 5;
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int offset = 0;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,20,0);
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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DynamicObject *box = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
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box->objectID = idCount++;
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this->dynamicObjects.Push(box);
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,320, -20 +( i*7),0);
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20,320,-20 + ( i*7),0);
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,-20,0);
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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// add crystal
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API::SimpleBodyDescription sbDesc_Crystal;
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sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0);
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sbDesc_Crystal.ignoreGravity = false;
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sbDesc_Crystal.mass = 70;
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sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0);
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ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
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rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
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DynamicObject *cry = new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
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cry->objectID = idCount++;
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this->dynamicObjects.Push(cry);
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rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
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// add house
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API::SimpleBodyDescription sbDesc_House;
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//sbDesc_House.centerPosition = Oyster::Math::Float4(212, 212, 0, 0);
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sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 290, 0, 0);
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sbDesc_House.ignoreGravity = false;
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sbDesc_House.rotation = Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
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sbDesc_House.mass = 70;
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sbDesc_House.size = Oyster::Math::Float4(40,40,40,0);
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ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
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rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
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this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
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rigidBody_House->SetCustomTag(this->staticObjects[0]);
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rigidBody_House->GetState(state);
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Oyster::Math::Float4x4 world = state.GetOrientation();
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*/
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// add gravitation
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 1e17f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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this->teamManager.AddPlayerToTeam(player,teamID);
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}
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void Level::CreateTeam(int teamSize)
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{
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this->teamManager.CreateTeam(teamSize);
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}
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void Level::RespawnPlayer(Player *player)
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{
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this->teamManager.RespawnPlayerRandom(player);
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}
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int Level::getNrOfDynamicObj()
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{
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return this->dynamicObjects.Size();
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}
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Object* Level::GetObj( int ID) const
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{
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for (int i = 0; i< this->dynamicObjects.Size(); i++)
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{
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if(this->dynamicObjects[i]->GetID() == ID)
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return this->dynamicObjects[i];
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}
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return NULL;
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}
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void Level::PhysicsOnMoveLevel(const ICustomBody *object)
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{
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// function call from physics update when object was moved
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Object* temp = (Object*)object->GetCustomTag();
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((Game*)&Game::Instance())->onMoveFnc(temp);
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}
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