mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
94 lines
3 KiB
C++
94 lines
3 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "afx/ce/afxConsoleMessage.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxConsoleMessageData
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IMPLEMENT_CO_DATABLOCK_V1(afxConsoleMessageData);
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ConsoleDocClass( afxConsoleMessageData,
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"@brief A datablock that specifies a Console Message effect.\n\n"
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"Console Message effects are useful for debugging purposes when you want to make sure that an effect with a certain kind "
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"of timing is actually getting executed and for evaluating some kinds of field substitutions."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxConsoleMessageData::afxConsoleMessageData()
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{
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message_str = ST_NULLSTRING;
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}
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afxConsoleMessageData::afxConsoleMessageData(const afxConsoleMessageData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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message_str = other.message_str;
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}
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#define myOffset(field) Offset(field, afxConsoleMessageData)
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void afxConsoleMessageData::initPersistFields()
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{
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addField("message", TypeString, myOffset(message_str),
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"A text message to be displayed when the effect is executed.");
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Parent::initPersistFields();
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}
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bool afxConsoleMessageData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxConsoleMessageData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeString(message_str);
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}
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void afxConsoleMessageData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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message_str = stream->readSTString();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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