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https://github.com/TorqueGameEngines/Torque3D.git
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Catches FPSGameplay module up to new gamemode and module paradigm
Adds additional args for callGamemodeFunction Adds default Observer camera datablock
This commit is contained in:
parent
01f562b9e5
commit
94b6749012
3 changed files with 11 additions and 6 deletions
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@ -141,3 +141,8 @@ datablock MissionMarkerData(CameraBookmarkMarker)
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category = "Misc";
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category = "Misc";
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shapeFile = "core/gameObjects/shapes/camera.dts";
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shapeFile = "core/gameObjects/shapes/camera.dts";
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};
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};
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datablock CameraData(Observer)
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{
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mode = "Observer";
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};
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@ -1,4 +1,4 @@
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function callGamemodeFunction(%gameModeFuncName, %data)
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function callGamemodeFunction(%gameModeFuncName, %arg0, %arg1, %arg2, %arg3, %arg4, %arg5, %arg6)
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{
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{
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if(%data !$= "")
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if(%data !$= "")
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%data = "\""@%data@"\"";
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%data = "\""@%data@"\"";
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@ -14,7 +14,7 @@ function callGamemodeFunction(%gameModeFuncName, %data)
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//if the scene defines a game mode, go ahead and envoke it here
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//if the scene defines a game mode, go ahead and envoke it here
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if(isObject(%gamemodeName) && %gamemodeName.isMethod(%gameModeFuncName))
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if(isObject(%gamemodeName) && %gamemodeName.isMethod(%gameModeFuncName))
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{
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{
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eval(%gamemodeName @ "."@%gameModeFuncName@"("@%data@");" );
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eval(%gamemodeName @ "."@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
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%hasGameMode = 1;
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%hasGameMode = 1;
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}
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}
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else
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else
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@ -22,7 +22,7 @@ function callGamemodeFunction(%gameModeFuncName, %data)
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//if we don't have an object, attempt the static call
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//if we don't have an object, attempt the static call
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if(isMethod(%gamemodeName, %gameModeFuncName))
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if(isMethod(%gamemodeName, %gameModeFuncName))
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{
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{
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eval(%gamemodeName @ "::"@%gameModeFuncName@"("@%data@");" );
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eval(%gamemodeName @ "::"@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
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%hasGameMode = 1;
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%hasGameMode = 1;
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}
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}
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}
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}
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@ -37,14 +37,14 @@ function callGamemodeFunction(%gameModeFuncName, %data)
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{
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{
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if(isObject(%defaultModeName) && %defaultModeName.isMethod(%gameModeFuncName))
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if(isObject(%defaultModeName) && %defaultModeName.isMethod(%gameModeFuncName))
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{
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{
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eval(%defaultModeName @ "."@%gameModeFuncName@"("@%data@");" );
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eval(%defaultModeName @ "."@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
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%hasGameMode = 1;
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%hasGameMode = 1;
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}
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}
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else
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else
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{
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{
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if(isMethod(%defaultModeName, %gameModeFuncName))
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if(isMethod(%defaultModeName, %gameModeFuncName))
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{
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{
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eval(%defaultModeName @ "::"@%gameModeFuncName@"("@%data@");" );
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eval(%defaultModeName @ "::"@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
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%hasGameMode = 1;
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%hasGameMode = 1;
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}
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}
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}
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}
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@ -150,7 +150,7 @@ function ExampleGameMode::onClientLeaveGame(%this, %client)
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//This is called when the player has connected and finaly setup is done and control is handed
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//This is called when the player has connected and finaly setup is done and control is handed
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//over to the client. It allows a point to special-case setting the client's canvas content
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//over to the client. It allows a point to special-case setting the client's canvas content
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//(Such as a gamemode-specific GUI) or setting up gamemode-specific keybinds/control schemes
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//(Such as a gamemode-specific GUI) or setting up gamemode-specific keybinds/control schemes
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function ExampleGameMode::onInitialControlSet()
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function ExampleGameMode::onInitialControlSet(%this)
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{
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{
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}
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}
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