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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
232
Engine/modules/Verve/VActor/VActor.cpp
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232
Engine/modules/Verve/VActor/VActor.cpp
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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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 "VActor.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_NETOBJECT_V1( VActor );
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//-----------------------------------------------------------------------------
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VActor::VActor( void ) :
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mDataBlock( NULL )
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{
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// Void.
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}
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VActor::~VActor( void )
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{
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// Void.
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}
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//-----------------------------------------------------------------------------
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//
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// Initialisation Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VActor::onAdd();
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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bool VActor::onAdd( void )
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{
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if ( !Parent::onAdd() || !mDataBlock )
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{
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return false;
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}
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// Add to Scene.
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addToScene();
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if ( isServerObject() )
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{
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// Script Callback.
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scriptOnAdd();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::onRemove();
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::onRemove( void )
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{
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// Script Callback.
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scriptOnRemove();
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// Remove From Scene.
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removeFromScene();
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::onNewDataBlock( pDataBlock );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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bool VActor::onNewDataBlock( GameBaseData *pDataBlock, bool pReload )
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{
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// Store DataBlock Reference.
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mDataBlock = dynamic_cast<VActorData*>( pDataBlock );
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if ( !mDataBlock )
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{
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// Invalid Data.
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return false;
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}
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// Parent Call.
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return Parent::onNewDataBlock( pDataBlock, pReload );
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}
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//-----------------------------------------------------------------------------
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//
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// Update Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VActor::processTick( pMove );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::processTick( const Move *pMove )
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{
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// Parent Call.
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Parent::processTick( pMove );
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// Triggers?
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if ( pMove && mDamageState == Enabled )
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{
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// Handle each Image Trigger.
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const U32 imageCount = getMin( ShapeBase::MaxMountedImages, MaxTriggerKeys );
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for ( U32 i = 0; i < imageCount; i++ )
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{
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setImageTriggerState( i, pMove->trigger[i] );
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::packUpdate( pConnection, pMask, pStream );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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U32 VActor::packUpdate( NetConnection *pConnection, U32 pMask, BitStream *pStream )
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{
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// Parent Call.
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return Parent::packUpdate( pConnection, pMask, pStream );
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::unpackUpdate( pConnection, pStream );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::unpackUpdate( NetConnection *pConnection, BitStream *pStream )
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{
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// Parent Call.
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Parent::unpackUpdate( pConnection, pStream );
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}
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//-----------------------------------------------------------------------------
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//
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// Physics Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VActor::setTransform( pMatrix );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::setTransform( const MatrixF &pMatrix )
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{
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Parent::setTransform( pMatrix );
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// Server Object?
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if ( isServerObject() )
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{
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// Move Object.
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setMaskBits( MoveMask );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::onMount( pObject, pNode );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::onMount( SceneObject *pObject, S32 pNode )
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{
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// Parent Call.
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Parent::onMount( pObject, pNode );
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// Post Event.
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mEventSignal.trigger( k_MountEvent );
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}
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//-----------------------------------------------------------------------------
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//
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// VActor::onUnmount( pObject, pNode );
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//
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// ...
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//
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//-----------------------------------------------------------------------------
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void VActor::onUnmount( SceneObject *pObject, S32 pNode )
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{
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// Parent Call.
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Parent::onUnmount( pObject, pNode );
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// Post Event.
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mEventSignal.trigger( k_UnmountEvent );
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}
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