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Aug 26th, 2016
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  1. void throwObject(float pushForce){
  2. carrying = false;
  3. carriedObject.GetComponent<Rigidbody> ().velocity = transform.TransformDirection( Vector3.forward * pushForce);
  4. carriedObject.gameObject.GetComponent<Rigidbody> ().useGravity = true;
  5. carriedObject = null;
  6. }
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