mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Replaced StringTable->insert("") with StringTable->EmptyString()
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parent
bcc5459818
commit
27e2871b01
33 changed files with 304 additions and 304 deletions
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@ -152,13 +152,13 @@ ShapeBaseData::ShapeBaseData()
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shadowMaxVisibleDistance( 80.0f ),
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shadowProjectionDistance( 10.0f ),
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shadowSphereAdjust( 1.0f ),
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shapeName( StringTable->insert("") ),
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cloakTexName( StringTable->insert("") ),
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shapeName( StringTable->EmptyString() ),
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cloakTexName( StringTable->EmptyString() ),
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cubeDescId( 0 ),
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reflectorDesc( NULL ),
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debris( NULL ),
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debrisID( 0 ),
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debrisShapeName( StringTable->insert("") ),
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debrisShapeName( StringTable->EmptyString() ),
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explosion( NULL ),
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explosionID( 0 ),
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underwaterExplosion( NULL ),
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@ -447,12 +447,12 @@ bool ShapeBaseData::_setMass( void* object, const char* index, const char* data
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{
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ShapeBaseData* shape = reinterpret_cast< ShapeBaseData* >( object );
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F32 mass = dAtof(data);
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F32 mass = dAtof(data);
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if (mass <= 0)
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mass = 0.01f;
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if (mass <= 0)
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mass = 0.01f;
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shape->mass = mass;
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shape->mass = mass;
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return false;
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}
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@ -935,8 +935,8 @@ ShapeBase::ShapeBase()
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mScriptThread[i].thread = 0;
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mScriptThread[i].state = Thread::Stop;
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mScriptThread[i].atEnd = false;
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mScriptThread[i].timescale = 1.f;
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mScriptThread[i].position = -1.f;
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mScriptThread[i].timescale = 1.f;
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mScriptThread[i].position = -1.f;
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}
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for (i = 0; i < MaxTriggerKeys; i++)
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@ -1042,7 +1042,7 @@ bool ShapeBase::onAdd()
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}
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/*
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if(mDataBlock->cloakTexName != StringTable->insert(""))
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if(mDataBlock->cloakTexName != StringTable->EmptyString())
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mCloakTexture = TextureHandle(mDataBlock->cloakTexName, MeshTexture, false);
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*/
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// Accumulation and environment mapping
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@ -1512,8 +1512,8 @@ void ShapeBase::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)
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eyeTransform.getColumn(1, &query->orientation);
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// Get the visible distance.
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if (getSceneManager() != NULL)
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query->visibleDistance = getSceneManager()->getVisibleDistance();
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if (getSceneManager() != NULL)
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query->visibleDistance = getSceneManager()->getVisibleDistance();
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Parent::onCameraScopeQuery( cr, query );
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}
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@ -2154,18 +2154,18 @@ void ShapeBase::updateAudioPos()
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const char *ShapeBase::getThreadSequenceName( U32 slot )
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{
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Thread& st = mScriptThread[slot];
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if ( st.sequence == -1 )
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{
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// Invalid Animation.
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return "";
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}
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Thread& st = mScriptThread[slot];
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if ( st.sequence == -1 )
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{
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// Invalid Animation.
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return "";
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}
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// Name Index
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const U32 nameIndex = getShape()->sequences[st.sequence].nameIndex;
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// Name Index
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const U32 nameIndex = getShape()->sequences[st.sequence].nameIndex;
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// Return Name.
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return getShape()->getName( nameIndex );
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// Return Name.
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return getShape()->getName( nameIndex );
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}
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bool ShapeBase::setThreadSequence(U32 slot, S32 seq, bool reset)
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@ -2200,39 +2200,39 @@ bool ShapeBase::setThreadSequence(U32 slot, S32 seq, bool reset)
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void ShapeBase::updateThread(Thread& st)
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{
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switch (st.state)
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{
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case Thread::Stop:
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{
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mShapeInstance->setTimeScale( st.thread, 1.f );
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mShapeInstance->setPos( st.thread, ( st.timescale > 0.f ) ? 1.0f : 0.0f );
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} // Drop through to pause state
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switch (st.state)
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{
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case Thread::Stop:
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{
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mShapeInstance->setTimeScale( st.thread, 1.f );
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mShapeInstance->setPos( st.thread, ( st.timescale > 0.f ) ? 1.0f : 0.0f );
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} // Drop through to pause state
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case Thread::Pause:
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{
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mShapeInstance->setTimeScale( st.thread, 0.f );
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} break;
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case Thread::Pause:
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{
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mShapeInstance->setTimeScale( st.thread, 0.f );
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} break;
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case Thread::Play:
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{
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if (st.atEnd)
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{
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mShapeInstance->setTimeScale(st.thread,1);
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mShapeInstance->setPos( st.thread, ( st.timescale > 0.f ) ? 1.0f : 0.0f );
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mShapeInstance->setTimeScale(st.thread,0);
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case Thread::Play:
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{
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if (st.atEnd)
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{
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mShapeInstance->setTimeScale(st.thread,1);
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mShapeInstance->setPos( st.thread, ( st.timescale > 0.f ) ? 1.0f : 0.0f );
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mShapeInstance->setTimeScale(st.thread,0);
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st.state = Thread::Stop;
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}
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else
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{
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if ( st.position != -1.f )
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{
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mShapeInstance->setTimeScale( st.thread, 1.f );
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mShapeInstance->setPos( st.thread, st.position );
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}
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}
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else
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{
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if ( st.position != -1.f )
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{
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mShapeInstance->setTimeScale( st.thread, 1.f );
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mShapeInstance->setPos( st.thread, st.position );
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}
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mShapeInstance->setTimeScale(st.thread, st.timescale );
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}
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} break;
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mShapeInstance->setTimeScale(st.thread, st.timescale );
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}
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} break;
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case Thread::Destroy:
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{
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@ -2244,7 +2244,7 @@ void ShapeBase::updateThread(Thread& st)
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st.thread = 0;
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}
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} break;
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}
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}
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}
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bool ShapeBase::stopThread(U32 slot)
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@ -2297,50 +2297,50 @@ bool ShapeBase::playThread(U32 slot)
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bool ShapeBase::setThreadPosition( U32 slot, F32 pos )
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{
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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setMaskBits(ThreadMaskN << slot);
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st.position = pos;
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st.atEnd = false;
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updateThread(st);
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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setMaskBits(ThreadMaskN << slot);
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st.position = pos;
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st.atEnd = false;
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updateThread(st);
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return true;
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}
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return false;
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return true;
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}
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return false;
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}
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bool ShapeBase::setThreadDir(U32 slot,bool forward)
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{
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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if ( ( st.timescale >= 0.f ) != forward )
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{
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setMaskBits(ThreadMaskN << slot);
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st.timescale *= -1.f ;
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st.atEnd = false;
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updateThread(st);
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}
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return true;
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}
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return false;
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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if ( ( st.timescale >= 0.f ) != forward )
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{
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setMaskBits(ThreadMaskN << slot);
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st.timescale *= -1.f ;
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st.atEnd = false;
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updateThread(st);
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}
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return true;
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}
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return false;
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}
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bool ShapeBase::setThreadTimeScale( U32 slot, F32 timeScale )
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{
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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if (st.timescale != timeScale)
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{
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setMaskBits(ThreadMaskN << slot);
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st.timescale = timeScale;
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updateThread(st);
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}
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return true;
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}
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return false;
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Thread& st = mScriptThread[slot];
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if (st.sequence != -1)
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{
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if (st.timescale != timeScale)
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{
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setMaskBits(ThreadMaskN << slot);
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st.timescale = timeScale;
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updateThread(st);
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}
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return true;
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}
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return false;
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}
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void ShapeBase::advanceThreads(F32 dt)
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@ -2349,7 +2349,7 @@ void ShapeBase::advanceThreads(F32 dt)
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Thread& st = mScriptThread[i];
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if (st.thread) {
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if (!mShapeInstance->getShape()->sequences[st.sequence].isCyclic() && !st.atEnd &&
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( ( st.timescale > 0.f )? mShapeInstance->getPos(st.thread) >= 1.0:
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( ( st.timescale > 0.f )? mShapeInstance->getPos(st.thread) >= 1.0:
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mShapeInstance->getPos(st.thread) <= 0)) {
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st.atEnd = true;
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updateThread(st);
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@ -4392,7 +4392,7 @@ DefineEngineMethod( ShapeBase, isEnabled, bool, (),,
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DefineEngineMethod(ShapeBase, blowUp, void, (),, "@brief Explodes an object into pieces.")
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{
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object->blowUp();
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object->blowUp();
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}
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DefineEngineMethod( ShapeBase, applyDamage, void, ( F32 amount ),,
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@ -4696,22 +4696,22 @@ void ShapeBase::consoleInit()
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"@see ShapeBase::setDamageFlash()\n"
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"@see ShapeBase::getDamageFlash()\n"
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"@note Relies on the flash postFx.\n"
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"@ingroup gameObjects\n");
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"@ingroup gameObjects\n");
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Con::addVariable("SB::WODec", TypeF32, &sWhiteoutDec, "Speed to reduce the whiteout effect per tick.\n\n"
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"@see ShapeBase::setWhiteOut()\n"
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"@see ShapeBase::getWhiteOut"
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"@note Relies on the flash postFx.\n"
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"@ingroup gameObjects\n");
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"@ingroup gameObjects\n");
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Con::addVariable("SB::FullCorrectionDistance", TypeF32, &sFullCorrectionDistance,
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"@brief Distance at which a weapon's muzzle vector is fully corrected to match where the player is looking.\n\n"
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"When a weapon image has correctMuzzleVector set and the Player is in 1st person, the muzzle vector from the "
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"weapon is modified to match where the player is looking. Beyond the FullCorrectionDistance the muzzle vector "
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"is always corrected. Between FullCorrectionDistance and the player, the weapon's muzzle vector is adjusted so that "
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"the closer the aim point is to the player, the closer the muzzle vector is to the true (non-corrected) one.\n"
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"@ingroup gameObjects\n");
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"@ingroup gameObjects\n");
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Con::addVariable("SB::CloakSpeed", TypeF32, &sCloakSpeed,
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"@brief Time to cloak, in seconds.\n\n"
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"@ingroup gameObjects\n");
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"@ingroup gameObjects\n");
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}
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void ShapeBase::_updateHiddenMeshes()
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@ -4832,17 +4832,17 @@ DefineEngineMethod( ShapeBase, getTargetName, const char*, ( S32 index ),,
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"@see getTargetCount()\n")
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{
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ShapeBase *obj = dynamic_cast< ShapeBase* > ( object );
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if(obj)
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{
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// Try to use the client object (so we get the reskinned targets in the Material Editor)
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if ((ShapeBase*)obj->getClientObject())
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obj = (ShapeBase*)obj->getClientObject();
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ShapeBase *obj = dynamic_cast< ShapeBase* > ( object );
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if(obj)
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{
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// Try to use the client object (so we get the reskinned targets in the Material Editor)
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if ((ShapeBase*)obj->getClientObject())
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obj = (ShapeBase*)obj->getClientObject();
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return obj->getShapeInstance()->getTargetName(index);
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}
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return obj->getShapeInstance()->getTargetName(index);
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}
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return "";
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return "";
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}
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DefineEngineMethod( ShapeBase, getTargetCount, S32, (),,
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@ -4861,7 +4861,7 @@ DefineEngineMethod( ShapeBase, getTargetCount, S32, (),,
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if (obj->getShapeInstance() != NULL)
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return obj->getShapeInstance()->getTargetCount();
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}
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}
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return -1;
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}
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@ -4938,10 +4938,10 @@ DefineEngineMethod( ShapeBase, getModelFile, const char *, (),,
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"@return the shape filename\n\n" )
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{
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GameBaseData * datablock = object->getDataBlock();
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if( !datablock )
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return String::EmptyString;
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GameBaseData * datablock = object->getDataBlock();
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if( !datablock )
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return String::EmptyString;
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const char *fieldName = StringTable->insert( String("shapeFile") );
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const char *fieldName = StringTable->insert( String("shapeFile") );
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return datablock->getDataField( fieldName, NULL );
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}
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