--- a/trunk/RetroGames/Pong/GameObjects/FB_GOALS/COLLIDE/svnobj
+++ b/trunk/RetroGames/Pong/GameObjects/FB_GOALS/COLLIDE/svnobj
@@ -1,24 +1,22 @@
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V// only north and south walls are installedn// So we just have to reflect the y force of the vector vecOut := vecIn;bIF posIn.iXPos <= 0 OR posIn.iXPos >= iWidth THEN"	vecOut.rVX := 0;"	vecOut.rVY := 0;"	COLLIDE := TRUE;END_IFInterfaceL{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}n/// A wall is static. So it just gives the impulse backh/// But it gives it back, based on the kind of wall.*METHOD COLLIDE : BOOLVAR_INPUT$	posIn : POSITION; 	vecIn : VECTOR;END_VARVAR_OUTPUT "	vecOut : VECTOR;ÐÐÐE	ÐÐ	
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System.StringL{f8a58466-d7f6-439f-bbb8-d4600e41d099}ImplementationL{3b83b776-fb25-43b8-99f2-3c507c9143fc}TextDocumentL{f3878285-8e4f-490b-bb1b-9acbb7eb04db}TextLinesL{a5de0b0b-1cb5-4913-ac21-9d70293ec00d}	Id
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 vecOut := vecIn;bIF posIn.iXPos <= 0 OR posIn.iXPos >= iWidth THEN"	vecOut.rVX := 0;"	vecOut.rVY := 0;"	COLLIDE := TRUE;END_IFInterfaceL{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}n/// A wall is static. So it just gives the impulse backh/// But it gives it back, based on the kind of wall.*METHOD COLLIDE : BOOLVAR_INPUT$	posIn : POSITION; 	vecIn : VECTOR;END_VARVAR_OUTPUT"	vecOut : VECTOR;ÐÐÐEÐÐ	
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