protection against getting carried off after being hit
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7ca2bd0b30
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18
Assets/Scripts/CameraController.cs
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18
Assets/Scripts/CameraController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraController : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/CameraController.cs.meta
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11
Assets/Scripts/CameraController.cs.meta
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fileFormatVersion: 2
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guid: 3af27df6293e26441a12156d57c150b6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,7 +6,7 @@ public class EnemySpawner : MonoBehaviour
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public GameObject enemyPrefab; // Reference to the enemy prefab
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public GameObject enemyPrefab; // Reference to the enemy prefab
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public float spawnInterval = 3f; // Time between each spawn (in seconds)
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public float spawnInterval = 3f; // Time between each spawn (in seconds)
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public float enemyLifetime = 5f; // Time before the enemy is destroyed (in seconds)
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public float enemyLifetime = 5f; // Time before the enemy is destroyed (in seconds)
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public Vector3 spawnPosition = new Vector3(0f, 0.6f, 0f); // Position to spawn enemies
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public Vector3 spawnPosition = new Vector3(50f, 0.6f, 50f); // Position to spawn enemies
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void Start()
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void Start()
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{
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{
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@ -13,36 +13,34 @@ public class PlayerController : MonoBehaviour
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public KeyCode backwardKey = KeyCode.S;
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public KeyCode backwardKey = KeyCode.S;
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public KeyCode leftKey = KeyCode.A;
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public KeyCode leftKey = KeyCode.A;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode dashKey = KeyCode.LeftShift;
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[Header("Speed")]
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[Header("Speed")]
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public float speed = 5;
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public float speed = 5;
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public float curSpeed = 0f;
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public bool canMove = true;
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public bool canMove = true;
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[Header("Dash")]
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[Header("Dash")]
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public float dashSpeed = 10;
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public float dashSpeed = 10;
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public float dashDuration = 0.3f; // Dash duration
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public float dashDuration = 0.3f; // Dash duration
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public float dashCooldown = 2f;
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public float dashCooldown = 2f;
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public KeyCode dashKey = KeyCode.LeftShift;
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public bool canDash = true;
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public bool canDash = true;
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public float dashCooldownTimer = 0f;
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public ParticleSystem dashParticles;
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public ParticleSystem particleSystem;
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public Transform dashParticlesTransform;
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public Transform particleTransform;
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[Header("Lives")]
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[Header("Lives")]
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public string enemyTag = "Enemy";
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public string enemyTag = "Enemy";
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public float invulnerabilityTimeSeconds = 0.25f;
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public float invulnerabilityTime = 0.25f;
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public bool isInvulnerable = false;
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public int lives = 3;
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public int lives = 3;
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public ParticleSystem bloodParticleSystem;
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public ParticleSystem bloodParticles;
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public AudioSource damageSound;
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[Header("Audio")]
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public AudioSource metalPipe;
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[Header("Player Object")]
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[Header("Player Object")]
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public Rigidbody rb;
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public Rigidbody rb;
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public BoxCollider collision;
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private float lastHit = 0f;
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void Start()
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void Start()
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{
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{
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@ -59,7 +57,6 @@ public class PlayerController : MonoBehaviour
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void Update()
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void Update()
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{
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{
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curSpeed = speed;
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Vector3 moveDirection = GetPlayerDirection().normalized;
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Vector3 moveDirection = GetPlayerDirection().normalized;
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if (Input.GetKey(dashKey) && canDash)
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if (Input.GetKey(dashKey) && canDash)
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@ -69,9 +66,9 @@ public class PlayerController : MonoBehaviour
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else if (canMove)
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else if (canMove)
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{
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{
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rb.velocity = new Vector3(
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rb.velocity = new Vector3(
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moveDirection.x * curSpeed,
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moveDirection.x * speed,
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rb.velocity.y,
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rb.velocity.y,
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moveDirection.z * curSpeed
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moveDirection.z * speed
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);
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);
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}
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}
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}
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}
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@ -83,12 +80,14 @@ public class PlayerController : MonoBehaviour
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Vector3 dashDirection = GetPlayerDirection().normalized;
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Vector3 dashDirection = GetPlayerDirection().normalized;
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rb.velocity = dashDirection * dashSpeed;
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rb.velocity = dashDirection * dashSpeed;
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particleSystem.Play();
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dashParticles.Play();
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particleTransform.SetLocalPositionAndRotation(dashDirection * -1.5f, particleTransform.localRotation);
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// Positions the dash particle system behind the player so that they
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// follow the player in a nice way
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dashParticlesTransform.SetLocalPositionAndRotation(dashDirection * -1.5f, dashParticlesTransform.localRotation);
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yield return new WaitForSeconds(dashDuration);
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yield return new WaitForSeconds(dashDuration);
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particleSystem.Stop();
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dashParticles.Stop();
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rb.velocity = Vector3.zero;
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rb.velocity = Vector3.zero;
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canMove = true;
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canMove = true;
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@ -114,15 +113,14 @@ public class PlayerController : MonoBehaviour
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void OnCollisionEnter(Collision collision)
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void OnCollisionEnter(Collision collision)
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{
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{
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bool collidedWithEnemy = collision.gameObject.CompareTag(enemyTag);
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bool collidedWithEnemy = collision.gameObject.CompareTag(enemyTag);
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bool isInvulnerable = invulnerabilityTimeSeconds >= Time.time - lastHit;
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if (collidedWithEnemy && !isInvulnerable)
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if (collidedWithEnemy && !isInvulnerable)
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{
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{
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HandlePlayerHit();
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StartCoroutine(Hit());
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}
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}
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}
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}
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void HandlePlayerHit()
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IEnumerator Hit()
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{
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{
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lives--;
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lives--;
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if (lives <= 0)
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if (lives <= 0)
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@ -130,13 +128,20 @@ public class PlayerController : MonoBehaviour
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ExitGame();
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ExitGame();
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}
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}
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bloodParticleSystem.Play();
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bloodParticles.Play();
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lastHit = Time.time;
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damageSound.Play();
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metalPipe.Play(); // Play damage sound effect
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rb.isKinematic = true;
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// Update visual feedback (if any) for losing a life, e.g. hearts
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isInvulnerable = true;
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yield return new WaitForSeconds(invulnerabilityTime / 2);
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rb.isKinematic = false;
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yield return new WaitForSeconds(invulnerabilityTime / 2);
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isInvulnerable = false;
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}
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}
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void ExitGame()
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void ExitGame()
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