Working on doors and scripting
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@@ -93,6 +93,9 @@ namespace ZL {
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data.base = parseGameObjectData(item);
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data.interactionRadius = item.value("interactionRadius", 2.0f);
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data.activateFunctionName = item.value("activateFunction", "");
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data.pivotX = item.value("pivotX", 0.0f);
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data.pivotY = item.value("pivotY", 0.0f);
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data.pivotZ = item.value("pivotZ", 0.0f);
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if (!data.base.meshPath.empty())
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objects.push_back(std::move(data));
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}
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@@ -176,6 +179,7 @@ namespace ZL {
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intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
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intObj.interactionRadius = data.interactionRadius;
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intObj.activateFunctionName = data.activateFunctionName;
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intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ);
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intObj.loadedObject.mesh.RefreshVBO();
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