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orxSTATUS OrxScroll::Run () { orxSTATUS result = orxSTATUS_SUCCESS; ScrollObject* obj ; obj = CreateObject("O-EnemyBug"); DeleteObject(obj); }
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From an event callback, for example, you should call Object->SetLifeTime(orxFLOAT_0) instead.
In this example, DeleteObject() should be appropriate as long as obj is not NULL.
What happens when you do that?