mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
commit
57d92d522e
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@ -726,6 +726,7 @@ ParticleEmitter::ParticleEmitter()
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mCurBuffSize = 0;
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mDead = false;
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mDataBlock = NULL;
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// ParticleEmitter should be allocated on the client only.
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mNetFlags.set( IsGhost );
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@ -958,6 +958,7 @@ ShapeBase::~ShapeBase()
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if( mShapeInstance && (mShapeInstance->getDebrisRefCount() == 0) )
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{
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delete mShapeInstance;
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mShapeInstance = NULL;
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}
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CollisionTimeout* ptr = mTimeoutList;
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@ -241,6 +241,16 @@ void StandardMainLoop::init()
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DebugOutputConsumer::init();
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#endif
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// init Filesystem first, so we can actually log errors for all components that follow
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Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
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Platform::FS::MountDefaults();
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// Set our working directory.
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Torque::FS::SetCwd( "game:/" );
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// Set our working directory.
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Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
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Processor::init();
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Math::init();
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Platform::init(); // platform specific initialization
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@ -386,15 +396,6 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
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for (i = 0; i < argc; i++)
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Con::setVariable(avar("Game::argv%d", i), argv[i]);
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Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
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Platform::FS::MountDefaults();
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// Set our working directory.
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Torque::FS::SetCwd( "game:/" );
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// Set our working directory.
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Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
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#ifdef TORQUE_PLAYER
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if(argc > 2 && dStricmp(argv[1], "-project") == 0)
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{
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