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https://github.com/TorqueGameEngines/Torque3D.git
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Phase 1: Add a #define test
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35d649b57e
commit
1c2effd7fa
6 changed files with 36 additions and 3 deletions
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@ -41,7 +41,9 @@
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#include "T3D/aiConnection.h"
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#endif
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#ifdef TORQUE_AFX_ENABLED
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#include "afx/arcaneFX.h"
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#endif
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//----------------------------------------------------------------------------
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// Ghost update relative priority values
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@ -256,8 +258,10 @@ GameBase::GameBase()
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GameBase::~GameBase()
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{
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#ifdef TORQUE_AFX_ENABLED
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if (scope_registered)
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arcaneFX::unregisterScopedObject(this);
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#endif
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}
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@ -270,6 +274,7 @@ bool GameBase::onAdd()
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// Datablock must be initialized on the server.
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// Client datablock are initialized by the initial update.
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#ifdef TORQUE_AFX_ENABLED
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if (isClientObject())
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{
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if (scope_id > 0 && !scope_registered)
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@ -280,6 +285,10 @@ bool GameBase::onAdd()
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if ( mDataBlock && !onNewDataBlock( mDataBlock, false ) )
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return false;
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}
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#else
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if ( isServerObject() && mDataBlock && !onNewDataBlock( mDataBlock, false ) )
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return false;
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#endif
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setProcessTick( true );
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@ -288,8 +297,10 @@ bool GameBase::onAdd()
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void GameBase::onRemove()
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{
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#ifdef TORQUE_AFX_ENABLED
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if (scope_registered)
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arcaneFX::unregisterScopedObject(this);
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#endif
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// EDITOR FEATURE: Remove us from the reload signal of our datablock.
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if ( mDataBlock )
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mDataBlock->mReloadSignal.remove( this, &GameBase::_onDatablockModified );
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@ -314,9 +325,11 @@ bool GameBase::onNewDataBlock( GameBaseData *dptr, bool reload )
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if ( !mDataBlock )
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return false;
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#ifdef TORQUE_AFX_ENABLED
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// Don't set mask when new datablock is a temp-clone.
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if (mDataBlock->isTempClone())
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return true;
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#endif
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setMaskBits(DataBlockMask);
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return true;
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@ -570,11 +583,13 @@ U32 GameBase::packUpdate( NetConnection *connection, U32 mask, BitStream *stream
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stream->writeFlag(mIsAiControlled);
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#endif
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#ifdef TORQUE_AFX_ENABLED
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if (stream->writeFlag(mask & ScopeIdMask))
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{
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if (stream->writeFlag(scope_refs > 0))
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stream->writeInt(scope_id, SCOPE_ID_BITS);
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}
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#endif
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return retMask;
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}
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@ -613,11 +628,13 @@ void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
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mTicksSinceLastMove = 0;
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mIsAiControlled = stream->readFlag();
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#endif
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#ifdef TORQUE_AFX_ENABLED
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if (stream->readFlag())
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{
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scope_id = (stream->readFlag()) ? (U16) stream->readInt(SCOPE_ID_BITS) : 0;
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scope_refs = 0;
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}
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#endif
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}
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void GameBase::onMount( SceneObject *obj, S32 node )
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