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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
code duplication prune. should aid in stability
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parent
10f2453cee
commit
98a079a797
123 changed files with 632 additions and 966 deletions
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@ -122,8 +122,8 @@ ParticleData::ParticleData()
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animTexFramesString = NULL; // string of animation frame indices
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animTexUVs = NULL; // array of tile vertex UVs
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INIT_IMAGEASSET(Texture);
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INIT_IMAGEASSET(TextureExt);
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INIT_ASSET(Texture);
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INIT_ASSET(TextureExt);
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constrain_pos = false;
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start_angle = 0.0f;
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@ -293,7 +293,7 @@ void ParticleData::packData(BitStream* stream)
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stream->writeFloat( times[i], 8);
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}
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//PACKDATA_IMAGEASSET(Texture);
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//PACKDATA_ASSET(Texture);
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for (i = 0; i < 4; i++)
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mathWrite(*stream, texCoords[i]);
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@ -307,7 +307,7 @@ void ParticleData::packData(BitStream* stream)
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stream->writeInt(framesPerSec, 8);
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}
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//PACKDATA_IMAGEASSET(TextureExt);
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//PACKDATA_ASSET(TextureExt);
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stream->writeFlag(constrain_pos);
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stream->writeFloat(start_angle/360.0f, 11);
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@ -378,7 +378,7 @@ void ParticleData::unpackData(BitStream* stream)
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times[i] = stream->readFloat(8);
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}
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//UNPACKDATA_IMAGEASSET(Texture);
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//UNPACKDATA_ASSET(Texture);
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for (i = 0; i < 4; i++)
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mathRead(*stream, &texCoords[i]);
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@ -391,7 +391,7 @@ void ParticleData::unpackData(BitStream* stream)
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framesPerSec = stream->readInt(8);
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}
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//UNPACKDATA_IMAGEASSET(Texture);
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//UNPACKDATA_ASSET(Texture);
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constrain_pos = stream->readFlag();
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start_angle = 360.0f*stream->readFloat(11);
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@ -763,12 +763,12 @@ ParticleData::ParticleData(const ParticleData& other, bool temp_clone) : SimData
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animTexFramesString = other.animTexFramesString;
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animTexFrames = other.animTexFrames; // -- parsed from animTexFramesString
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CLONE_IMAGEASSET(Texture);
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CLONE_ASSET(Texture);
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spinBias = other.spinBias;
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randomizeSpinDir = other.randomizeSpinDir;
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CLONE_IMAGEASSET(TextureExt);
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CLONE_ASSET(TextureExt);
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constrain_pos = other.constrain_pos;
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start_angle = other.start_angle;
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@ -804,4 +804,4 @@ void ParticleData::onPerformSubstitutions()
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reload(errorBuffer);
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}
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DEF_IMAGEASSET_BINDS(ParticleData, Texture);
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DEF_ASSET_BINDS(ParticleData, Texture);
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