 
 class PlayerObject : ScriptObject
 {
-	float maximumHealth;
-	float currentHealth;
-	float healthDeductionRate;
+	float maximumHealth_;
+	float currentHealth_;
+	float healthDeductionRate_;
 	
 	
 	PlayerObject()
 	{
-		maximumHealth = currentHealth = 100;
-		healthDeductionRate = 2;
+		maximumHealth_ = currentHealth_ = 100;
+		healthDeductionRate_ = 2;
 	}
 	
 	void OnHit()
 	{
-		currentHealth -= healthDeductionRate;
-		if(currentHealth < 0.0f )
-		{
-			currentHealth = 0.0f;
-		}
-		
-		float healthFraction = currentHealth / maximumHealth;
+		currentHealth_ -= healthDeductionRate_;
+		if(currentHealth_ < 0.0f )
+		{
+			currentHealth_ = 0.0f;
+		}
+		
+		float healthFraction = currentHealth_ / maximumHealth_;
 		VariantMap eventData;
 		eventData["CurrentHealthFraction"] = healthFraction;
 		SendEvent("PlayerHit", eventData);

		objectBody.kinematic = false;
				
		objectBody.linearVelocity = node.rotation * Vector3(0,-15, -35);
		hasAttacked = true;
	}
	
	void Destroy()

///Explosion Object
class ExplosionObject : ScriptObject
{
	float duration_;
	
	
	ExplosionObject()
	{
		duration_ = 0.78f;
	}
	
	void FixedUpdate(float timestep)
	{
		duration_ -= timestep;
		if(duration_ < 0.0f)
		{
			node.Remove();
		}
