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More Implements
-Most Vehicles and FX classes -Vehicle classes may need more preloads for assets.
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1ea693fea6
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14 changed files with 191 additions and 147 deletions
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@ -35,6 +35,8 @@
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#include "T3D/physics/physicsBody.h"
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#endif
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#include "T3D/assets/SoundAsset.h"
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class ParticleEmitter;
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class ParticleEmitterData;
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class ClippedPolyList;
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@ -57,11 +59,21 @@ class RigidShapeData : public ShapeBaseData
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HardImpactSound,
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MaxSounds,
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};
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SFXTrack* sound[MaxSounds];
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F32 restitution;
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F32 friction;
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} body;
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DECLARE_SOUNDASSET_ARRAY(RigidShapeData, BodySounds, Body::Sounds::MaxSounds)
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DECLARE_SOUNDASSET_ARRAY_SETGET(RigidShapeData, BodySounds);
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SFXProfile* getBodySoundProfile(U32 id)
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{
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if (mBodySoundsAsset[id] != NULL)
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return mBodySoundsAsset[id]->getSfxProfile();
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else
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return NULL;
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}
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enum RigidShapeConsts
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{
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VC_NUM_DUST_EMITTERS = 1,
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@ -79,7 +91,16 @@ class RigidShapeData : public ShapeBaseData
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Wake,
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MaxSounds
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};
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SFXTrack* waterSound[MaxSounds];
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DECLARE_SOUNDASSET_ARRAY(RigidShapeData, WaterSounds, Sounds::MaxSounds)
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DECLARE_SOUNDASSET_ARRAY_SETGET(RigidShapeData, WaterSounds);
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SFXProfile* getWaterSoundProfile(U32 id)
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{
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if (mWaterSoundsAsset[id] != NULL)
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return mWaterSoundsAsset[id]->getSfxProfile();
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else
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return NULL;
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}
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F32 exitSplashSoundVel;
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F32 softSplashSoundVel;
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