mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
# Conflicts: # Engine/source/T3D/player.cpp
This commit is contained in:
commit
618ddbc9ba
60 changed files with 1751 additions and 38 deletions
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@ -407,7 +407,7 @@ bool FlyingVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
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mJetThread[i] = 0;
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}
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scriptOnNewDataBlock();
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scriptOnNewDataBlock(reload);
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return true;
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}
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@ -549,7 +549,7 @@ bool HoverVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
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}
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// Todo: Uncomment if this is a "leaf" class
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scriptOnNewDataBlock();
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scriptOnNewDataBlock(reload);
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return true;
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}
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@ -141,6 +141,7 @@ VehicleData::VehicleData()
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dMemset( damageEmitterOffset, 0, sizeof( damageEmitterOffset ) );
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dMemset( damageEmitterIDList, 0, sizeof( damageEmitterIDList ) );
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dMemset( damageLevelTolerance, 0, sizeof( damageLevelTolerance ) );
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mControlMap = StringTable->EmptyString();
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numDmgEmitterAreas = 0;
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@ -327,6 +328,8 @@ void VehicleData::initPersistFields()
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endGroup("Movement");
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addGroup("Steering");
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addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
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"@brief movemap used by these types of objects.\n\n");
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addFieldV( "jetForce", TypeRangedF32, Offset(jetForce, VehicleData), &CommonValidators::PositiveFloat,
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"@brief Additional force applied to the vehicle when it is jetting.\n\n"
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"For WheeledVehicles, the force is applied in the forward direction. For "
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@ -738,6 +741,9 @@ void Vehicle::updateMove(const Move* move)
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if (mDamageState == Enabled) {
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setImageTriggerState(0,move->trigger[0]);
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setImageTriggerState(1,move->trigger[1]);
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//legacy code has trigger 2 and 3 reserved
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setImageTriggerState(2, move->trigger[4]);
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setImageTriggerState(3, move->trigger[5]);
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}
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// Throttle
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@ -71,6 +71,7 @@ struct VehicleData : public RigidShapeData
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F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ];
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F32 numDmgEmitterAreas;
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StringTableEntry mControlMap;
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bool enablePhysicsRep;
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StringTableEntry mControlMap;
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@ -711,7 +711,7 @@ bool WheeledVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
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mJetSound = SFX->createSource( mDataBlock->getWheeledVehicleSoundsProfile(WheeledVehicleData::JetSound), &getTransform() );
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}
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scriptOnNewDataBlock();
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scriptOnNewDataBlock(reload);
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return true;
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}
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