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Engine directory for ticket #1
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271
Engine/source/console/sim.cpp
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271
Engine/source/console/sim.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/console.h"
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#include "console/sim.h"
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#include "console/simEvents.h"
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#include "console/simObject.h"
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#include "console/simSet.h"
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#include "core/module.h"
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MODULE_BEGIN( Sim )
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// Note: tho the SceneGraphs are created after the Manager, delete them after, rather
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// than before to make sure that all the objects are removed from the graph.
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MODULE_INIT_AFTER( GFX )
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MODULE_SHUTDOWN_BEFORE( GFX )
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MODULE_INIT
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{
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Sim::init();
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}
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MODULE_SHUTDOWN
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{
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Sim::shutdown();
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}
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MODULE_END;
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namespace Sim
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{
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// Don't forget to InstantiateNamed* in simManager.cc - DMM
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ImplementNamedSet(ActiveActionMapSet)
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ImplementNamedSet(GhostAlwaysSet)
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ImplementNamedSet(WayPointSet)
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ImplementNamedSet(fxReplicatorSet)
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ImplementNamedSet(fxFoliageSet)
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ImplementNamedSet(BehaviorSet)
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ImplementNamedSet(MaterialSet)
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ImplementNamedSet(SFXSourceSet)
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ImplementNamedSet(SFXDescriptionSet)
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ImplementNamedSet(SFXTrackSet)
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ImplementNamedSet(SFXEnvironmentSet)
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ImplementNamedSet(SFXStateSet)
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ImplementNamedSet(SFXAmbienceSet)
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ImplementNamedSet(TerrainMaterialSet)
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ImplementNamedSet(DataBlockSet);
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ImplementNamedGroup(ActionMapGroup)
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ImplementNamedGroup(ClientGroup)
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ImplementNamedGroup(GuiGroup)
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ImplementNamedGroup(GuiDataGroup)
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ImplementNamedGroup(TCPGroup)
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ImplementNamedGroup(SFXParameterGroup);
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//groups created on the client
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ImplementNamedGroup(ClientConnectionGroup)
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ImplementNamedSet(sgMissionLightingFilterSet)
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}
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//-----------------------------------------------------------------------------
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// Console Functions
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//-----------------------------------------------------------------------------
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ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim.");
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ConsoleFunction(nameToID, S32, 2, 2, "nameToID(object)")
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{
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TORQUE_UNUSED(argc);
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SimObject *obj = Sim::findObject(argv[1]);
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if(obj)
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return obj->getId();
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else
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return -1;
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}
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ConsoleFunction(isObject, bool, 2, 2, "isObject(object)")
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{
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TORQUE_UNUSED(argc);
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if (!dStrcmp(argv[1], "0") || !dStrcmp(argv[1], ""))
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return false;
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else
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return (Sim::findObject(argv[1]) != NULL);
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}
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ConsoleDocFragment _spawnObject1(
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"@brief Global function used for spawning any type of object.\n\n"
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"Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any "
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"other class and uses different parameters than the SpawnSphere's function. In the source, "
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"SpawnSphere::spawnObject() actually calls this function and passes its properties "
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"(spawnClass, spawnDatablock, etc).\n\n"
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"@param class Mandatory field specifying the object class, such as Player or TSStatic.\n\n"
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"@param datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player.\n\n"
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"@param name Optional field specifying a name for this instance of the object.\n\n"
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"@param properties Optional set of parameters applied to the spawn object during creation.\n\n"
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"@param script Optional command(s) to execute when spawning an object.\n\n"
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"@tsexample\n"
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"// Set the parameters for the spawn function\n"
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"%objectClass = \"Player\";\n"
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"%objectDatablock = \"DefaultPlayerData\";\n"
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"%objectName = \"PlayerName\";\n"
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"%additionalProperties = \"health = \\\"0\\\";\"; // Note the escape sequence \\ in front of quotes\n"
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"%spawnScript = \"echo(\\\"Player Spawned\\\");\" // Note the escape sequence \\ in front of quotes\n"
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"// Spawn with the engine's Sim::spawnObject() function\n"
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"%player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);\n"
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"@endtsexample\n\n"
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"@ingroup Game",
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NULL,
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"bool spawnObject(class [, dataBlock, name, properties, script]);"
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);
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ConsoleFunction(spawnObject, S32, 3, 6, "spawnObject(class [, dataBlock, name, properties, script])"
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"@hide")
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{
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String spawnClass(argv[1]);
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String spawnDataBlock;
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String spawnName;
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String spawnProperties;
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String spawnScript;
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if (argc >= 3)
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spawnDataBlock = argv[2];
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if (argc >= 4)
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spawnName = argv[3];
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if (argc >= 5)
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spawnProperties = argv[4];
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if (argc >= 6)
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spawnScript = argv[5];
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SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript);
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if (spawnObject)
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return spawnObject->getId();
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else
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return -1;
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}
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ConsoleFunction(cancel,void,2,2,"cancel(eventId)")
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{
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Sim::cancelEvent(dAtoi(argv[1]));
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}
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ConsoleFunction(cancelAll,void,2,2,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
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{
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Sim::cancelPendingEvents(Sim::findObject(argv[1]));
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}
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ConsoleFunction(isEventPending, bool, 2, 2, "isEventPending(%scheduleId);")
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{
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return Sim::isEventPending(dAtoi(argv[1]));
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}
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ConsoleFunction(getEventTimeLeft, S32, 2, 2, "getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
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{
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return Sim::getEventTimeLeft(dAtoi(argv[1]));
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}
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ConsoleFunction(getScheduleDuration, S32, 2, 2, "getScheduleDuration(%scheduleId);")
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{
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TORQUE_UNUSED(argc); S32 ret = Sim::getScheduleDuration(dAtoi(argv[1]));
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return ret;
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}
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ConsoleFunction(getTimeSinceStart, S32, 2, 2, "getTimeSinceStart(%scheduleId);")
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{
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TORQUE_UNUSED(argc); S32 ret = Sim::getTimeSinceStart(dAtoi(argv[1]));
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return ret;
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}
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ConsoleFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1...argN>)")
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{
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U32 timeDelta = U32(dAtof(argv[1]));
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SimObject *refObject = Sim::findObject(argv[2]);
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if(!refObject)
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{
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if(argv[2][0] != '0')
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return 0;
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refObject = Sim::getRootGroup();
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}
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SimConsoleEvent *evt = new SimConsoleEvent(argc - 3, argv + 3, false);
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S32 ret = Sim::postEvent(refObject, evt, Sim::getCurrentTime() + timeDelta);
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// #ifdef DEBUG
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// Con::printf("ref %s schedule(%s) = %d", argv[2], argv[3], ret);
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// Con::executef( "backtrace");
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// #endif
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return ret;
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}
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ConsoleFunction(getUniqueName, const char*, 2, 2,
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"( String baseName )\n"
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"@brief Returns a unique unused SimObject name based on a given base name.\n\n"
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"@baseName Name to conver to a unique string if another instance exists\n"
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"@note Currently only used by editors\n"
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"@ingroup Editors\n"
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"@internal")
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{
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String outName = Sim::getUniqueName( argv[1] );
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if ( outName.isEmpty() )
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return NULL;
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char *buffer = Con::getReturnBuffer( outName.size() );
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dStrcpy( buffer, outName );
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return buffer;
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}
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ConsoleFunction(getUniqueInternalName, const char*, 4, 4,
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"( String baseName, SimSet set, bool searchChildren )\n"
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"@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n"
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"@note Currently only used by editors\n"
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"@ingroup Editors\n"
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"@internal")
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{
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SimSet *set;
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if ( !Sim::findObject( argv[2], set ) )
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{
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Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." );
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return NULL;
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}
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String outName = Sim::getUniqueInternalName( argv[1], set, dAtob(argv[3]) );
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if ( outName.isEmpty() )
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return NULL;
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char *buffer = Con::getReturnBuffer( outName.size() );
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dStrcpy( buffer, outName );
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return buffer;
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}
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ConsoleFunction( isValidObjectName, bool, 2, 2, "( string name )"
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"@brief Return true if the given name makes for a valid object name.\n\n"
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"@param name Name of object\n"
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"@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character"
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"@ingroup Console")
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{
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const char* name = argv[ 1 ];
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return Sim::isValidObjectName( name );
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}
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ConsoleFunctionGroupEnd( SimFunctions );
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