add hello world example and edit source tree
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examples/testbed/tests/ragdoll.h
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examples/testbed/tests/ragdoll.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RAGDOLL_H
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#define RAGDOLL_H
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class Ragdoll : public Test
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{
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public:
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Ragdoll()
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{
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{
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b3BodyDef bd;
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b3Body* ground = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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ground->CreateShape(sd);
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}
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b3Body* head;
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b3Body* hip;
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b3Body* lArm;
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b3Body* rArm;
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b3Body* lLeg;
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b3Body* rLeg;
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(0.0f, 10.0f, 0.0f);
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hip = m_world.CreateBody(bd);
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hip->ApplyForceToCenter(b3Vec3(0.0f, 0.0f, -5000.0f), true);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 0.5f, 0.0f);
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cs.m_centers[1].Set(0.0f, -0.5f, 0.0f);
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cs.m_radius = 1.0f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 1.0f;
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hip->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(0.0f, 12.25f, 0.0f);
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bd.angularVelocity.Set(0.0f, 0.0f, 0.005f);
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head = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 0.15f, 0.0f);
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cs.m_centers[1].Set(0.0f, -0.15f, 0.0f);
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cs.m_radius = 0.5f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 5.0f;
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head->CreateShape(sd);
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}
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// Link head to chest
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{
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b3ConeJointDef cd;
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cd.bodyA = hip;
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cd.bodyB = head;
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cd.collideLinked = false;
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cd.enableLimit = true;
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cd.Initialize(hip, head, b3Vec3(0.0f, 1.0f, 0.0f), b3Vec3(0.0f, 11.55f, 0.0f), 0.25f * B3_PI);
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(-2.5f, 11.0f, 0.0f);
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bd.orientation.Set(b3Vec3(0.0f, 0.0f, 1.0f), 0.5f * B3_PI);
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lArm = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 1.0f, 0.0f);
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cs.m_centers[1].Set(0.0f, -1.0f, 0.0f);
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cs.m_radius = 0.5f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.25f;
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lArm->CreateShape(sd);
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}
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// Link left arm to chest
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{
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b3ConeJointDef cd;
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cd.bodyA = hip;
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cd.bodyB = lArm;
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cd.collideLinked = false;
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cd.enableLimit = true;
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cd.Initialize(hip, lArm, b3Vec3(-1.0f, 0.0f, 0.0f), b3Vec3(-1.0f, 11.0f, 0.0f), B3_PI);
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(2.5f, 11.0f, 0.0f);
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bd.orientation.Set(b3Vec3(0.0f, 0.0f, 1.0f), 0.5f * B3_PI);
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rArm = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 1.0f, 0.0f);
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cs.m_centers[1].Set(0.0f, -1.0f, 0.0f);
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cs.m_radius = 0.5f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.25f;
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rArm->CreateShape(sd);
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}
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// Link right arm to chest
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{
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b3ConeJointDef cd;
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cd.bodyA = hip;
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cd.bodyB = rArm;
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cd.collideLinked = false;
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cd.enableLimit = true;
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cd.Initialize(hip, rArm, b3Vec3(1.0f, 0.0f, 0.0f), b3Vec3(1.0f, 11.0f, 0.0f), B3_PI);
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(-0.5f, 6.0f, 0.0f);
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lLeg = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 2.0f, 0.0f);
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cs.m_centers[1].Set(0.0f, -2.0f, 0.0f);
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cs.m_radius = 0.45f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.25f;
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lLeg->CreateShape(sd);
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}
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// Link left leg to chest
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{
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b3ConeJointDef cd;
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cd.bodyA = hip;
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cd.bodyB = lLeg;
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cd.collideLinked = false;
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cd.enableLimit = true;
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cd.Initialize(hip, lLeg, b3Vec3(0.0f, -1.0f, 0.0f), b3Vec3(-0.5f, 8.5f, 0.0f), 0.25f * B3_PI);
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(0.5f, 6.0f, 0.0f);
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rLeg = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_centers[0].Set(0.0f, 2.0f, 0.0f);
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cs.m_centers[1].Set(0.0f, -2.0f, 0.0f);
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cs.m_radius = 0.45f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.25f;
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rLeg->CreateShape(sd);
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}
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// Link right leg to chest
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{
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b3ConeJointDef cd;
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cd.bodyA = hip;
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cd.bodyB = rLeg;
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cd.collideLinked = false;
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cd.enableLimit = true;
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cd.Initialize(hip, rLeg, b3Vec3(0.0f, -1.0f, 0.0f), b3Vec3(0.5f, 8.5f, 0.0f), 0.25f * B3_PI);
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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}
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void KeyDown(int button)
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{
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}
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static Test* Create()
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{
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return new Ragdoll();
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}
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};
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#endif
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