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Adds ground work for materials properties manager and data
These classes work together to map a material name to an effect package such as bullet decals and emitters in order to be able to create a projectile and have all materials react accordingly
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@ -74,6 +74,11 @@
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#include "assets/assetManager.h"
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#endif
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#ifndef _MATERIAL_PROPERTIES_MANAGER_H_
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#include "materials/materialPropertiesManager.h"
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#endif // !_MATERIAL_PROPERTIES_MANAGER_H_
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DITTS( F32, gTimeScale, 1.0 );
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DITTS( U32, gTimeAdvance, 0 );
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DITTS( U32, gFrameSkip, 0 );
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@ -284,6 +289,8 @@ void StandardMainLoop::init()
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// Register the asset database as a module listener.
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ModuleDatabase.addListener(&AssetDatabase);
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MaterialFXManager.registerObject("MaterialFXManager");
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ActionMap* globalMap = new ActionMap;
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globalMap->registerObject("GlobalActionMap");
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@ -310,6 +317,8 @@ void StandardMainLoop::shutdown()
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delete tm;
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preShutdown();
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MaterialFXManager.unregisterObject();
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// Unregister the module database.
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ModuleDatabase.unregisterObject();
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