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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
Console Refactor
This commit is contained in:
parent
626de074cc
commit
89b0c7f73b
89 changed files with 1883 additions and 1553 deletions
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@ -41,6 +41,7 @@
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#endif
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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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@ -140,7 +141,7 @@ void CubemapAsset::initializeAsset()
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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@ -148,7 +149,7 @@ void CubemapAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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@ -41,6 +41,7 @@
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#endif
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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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@ -118,12 +119,12 @@ void GUIAsset::initializeAsset()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
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if (Torque::FS::IsScriptFile(mGUIPath))
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if (Con::isScriptFile(mGUIPath))
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Con::executeFile(mGUIPath, false, false);
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}
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@ -131,12 +132,12 @@ void GUIAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
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if (Torque::FS::IsScriptFile(mGUIPath))
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if (Con::isScriptFile(mGUIPath))
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Con::executeFile(mGUIPath, false, false);
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}
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@ -41,6 +41,7 @@
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#endif
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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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@ -134,7 +135,7 @@ void GameObjectAsset::initializeAsset()
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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@ -145,7 +146,7 @@ void GameObjectAsset::onAssetRefresh()
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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@ -40,6 +40,7 @@
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#include "assets/assetPtr.h"
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#endif
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#include "console/script.h"
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#include "T3D/assets/assetImporter.h"
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StringTableEntry MaterialAsset::smNoMaterialAssetFallback = NULL;
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@ -179,7 +180,7 @@ void MaterialAsset::initializeAsset()
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{
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mLoadedState = EmbeddedDefinition;
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}
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else if (Torque::FS::IsScriptFile(mScriptPath))
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else if (Con::isScriptFile(mScriptPath))
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{
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if (!Sim::findObject(mMatDefinitionName))
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{
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@ -211,7 +212,7 @@ void MaterialAsset::onAssetRefresh()
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return;
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}
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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{
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//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
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//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
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@ -41,6 +41,7 @@
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#endif
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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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@ -137,7 +138,7 @@ void PostEffectAsset::initializeAsset()
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mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
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mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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@ -147,7 +148,7 @@ void PostEffectAsset::onAssetRefresh()
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mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
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mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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@ -40,6 +40,7 @@
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#endif
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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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@ -140,7 +141,7 @@ void ScriptAsset::initializeAsset()
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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{
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//We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
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AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
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@ -170,7 +171,7 @@ void ScriptAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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{
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//Refresh any dependencies we may have
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for (U32 i = 0; i < mScriptAssetDependencies.size(); i++)
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@ -215,7 +216,7 @@ bool ScriptAsset::execScript()
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if (handle)
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return true;
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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{
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return Con::executeFile(mScriptPath, false, false);
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}
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@ -40,6 +40,7 @@
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#include "assets/assetPtr.h"
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#endif
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#include "console/script.h"
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#include "T3D/assets/assetImporter.h"
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StringTableEntry TerrainMaterialAsset::smNoTerrainMaterialAssetFallback = NULL;
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@ -182,7 +183,7 @@ void TerrainMaterialAsset::initializeAsset()
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{
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mLoadedState = EmbeddedDefinition;
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}
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else if (Torque::FS::IsScriptFile(mScriptPath))
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else if (Con::isScriptFile(mScriptPath))
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{
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if (!Sim::findObject(mMatDefinitionName))
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{
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@ -214,7 +215,7 @@ void TerrainMaterialAsset::onAssetRefresh()
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return;
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}
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if (Torque::FS::IsScriptFile(mScriptPath))
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if (Con::isScriptFile(mScriptPath))
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{
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//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
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//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
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@ -31,6 +31,7 @@
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#include "console/consoleTypes.h"
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#include "core/volume.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "T3D/physics/physicsShape.h"
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#include "core/util/path.h"
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@ -344,7 +345,7 @@ void Prefab::_loadFile( bool addFileNotify )
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if ( mFilename == StringTable->EmptyString())
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return;
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if ( !Torque::FS::IsScriptFile( mFilename ) )
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if ( !Con::isScriptFile( mFilename ) )
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{
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Con::errorf( "Prefab::_loadFile() - file %s was not found.", mFilename );
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return;
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@ -27,6 +27,7 @@
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "collision/boxConvex.h"
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#include "console/script.h"
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#include "core/stream/bitStream.h"
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#include "math/mathIO.h"
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