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Lots of ScriptObject and Collision work
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@@ -725,8 +725,27 @@ void CStateManager::ClearGraveyard()
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{
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}
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void CStateManager::DeleteObjectRequest(TUniqueId)
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void CStateManager::DeleteObjectRequest(TUniqueId id)
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{
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CEntity* entity = ObjectById(id);
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if (!entity)
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return;
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if (entity->IsInGraveyard())
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return;
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entity->SetIsInGraveyard(true);
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x858_objectGraveyard.push_back(entity->GetUniqueId());
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entity->AcceptScriptMsg(EScriptObjectMessage::InternalMessage12, kInvalidUniqueId, *this);
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entity->SetIsScriptingBlocked(true);
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CActor* actor = static_cast<CActor*>(entity);
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if (actor)
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{
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x874_sortedListManager->Remove(actor);
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actor->SetUseInSortedList(false);
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}
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}
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CEntity* CStateManager::ObjectById(TUniqueId uid)
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