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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
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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 "Verve/Extension/Game/VSpawnSphereSpawnTargetTrack.h"
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#include "Verve/Torque/TSpawnSphere.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VSpawnSphereSpawnTargetTrack );
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//-----------------------------------------------------------------------------
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VSpawnSphereSpawnTargetTrack::VSpawnSphereSpawnTargetTrack( void )
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{
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setLabel( "SpawnTargetTrack" );
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}
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void VSpawnSphereSpawnTargetTrack::initPersistFields( void )
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{
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// Parent Call.
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Parent::initPersistFields();
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addField( "DespawnOnLoop", TypeBool, Offset( mDespawnOnLoop, VSpawnSphereSpawnTargetTrack ), "Despawn all targets when the Controller loops?" );
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addField( "DespawnOnStop", TypeBool, Offset( mDespawnOnStop, VSpawnSphereSpawnTargetTrack ), "Despawn all targets when the Controller stops playing?" );
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}
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//-----------------------------------------------------------------------------
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//
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// Controller Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VSpawnSphereSpawnTargetTrack::onControllerEvent( pEvent );
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//
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// For a full list of possible events, see the 'eControllerEventType'
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// declaration in VController.h.
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//
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//-----------------------------------------------------------------------------
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bool VSpawnSphereSpawnTargetTrack::onControllerEvent( VController::eControllerEventType pEvent )
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{
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if ( !Parent::onControllerEvent( pEvent ) )
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{
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// Skip.
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return false;
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}
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// Enabled?
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if ( !isEnabled() )
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{
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// Continue Processing Events.
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return true;
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}
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switch ( pEvent )
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{
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case VController::k_EventLoop :
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{
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if ( mDespawnOnLoop )
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{
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despawnTargets();
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}
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} break;
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case VController::k_EventStop :
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{
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if ( mDespawnOnStop )
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{
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despawnTargets();
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}
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} break;
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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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// Spawn Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VSpawnSphereSpawnTargetTrack::spawnTarget( pTime, pForward );
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//
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// Spawn an Object.
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//
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//-----------------------------------------------------------------------------
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void VSpawnSphereSpawnTargetTrack::spawnTarget( void )
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{
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VTorque::SpawnSphereType *object;
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if ( !getSceneObject( object ) )
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{
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return;
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}
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// Spawn the Object.
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SimObject *spawnedObject = object->spawnObject();
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// Scene Object?
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VTorque::SceneObjectType *sceneObject = dynamic_cast<VTorque::SceneObjectType*>( spawnedObject );
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if ( sceneObject )
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{
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sceneObject->setPosition( object->getPosition() );
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}
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// Valid?
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if ( spawnedObject )
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{
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// Add Reference.
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mSpawnList.addObject( spawnedObject );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// VSpawnSphereSpawnTargetTrack::despawnTargets();
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//
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// Despawn all of the objects spawned by this track.
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//
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//-----------------------------------------------------------------------------
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void VSpawnSphereSpawnTargetTrack::despawnTargets( void )
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{
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while( mSpawnList.size() > 0 )
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{
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// Fetch the Last Object
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SimObject *object = mSpawnList.last();
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// Remove it.
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mSpawnList.popObject();
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// Delete the Object.
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object->deleteObject();
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}
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}
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