code duplication prune. should aid in stability

This commit is contained in:
AzaezelX 2021-10-03 02:56:26 -05:00
parent 10f2453cee
commit 98a079a797
123 changed files with 632 additions and 966 deletions

View file

@ -324,7 +324,7 @@ struct ShapeBaseImageData: public GameBaseData {
bool stateIgnoreLoadedForReady [MaxStates];
DECLARE_SOUNDASSET_ARRAY(ShapeBaseImageData, stateSound, MaxStates);
DECLARE_SOUNDASSET_ARRAY_SETGET(ShapeBaseImageData, stateSound);
DECLARE_ASSET_ARRAY_SETGET(ShapeBaseImageData, stateSound);
//SFXTrack* stateSound [MaxStates];
const char* stateScript [MaxStates];
@ -379,10 +379,10 @@ struct ShapeBaseImageData: public GameBaseData {
///< when the script prefix has changed.
DECLARE_SHAPEASSET_ARRAY(ShapeBaseImageData, Shape, MaxShapes); ///< Name of shape to render.
DECLARE_SHAPEASSET_ARRAY_SETGET(ShapeBaseImageData, Shape);
DECLARE_ASSET_ARRAY_SETGET(ShapeBaseImageData, Shape);
//DECLARE_SHAPEASSET(ShapeBaseImageData, ShapeFP); ///< Name of shape to render in first person (optional).
//DECLARE_SHAPEASSET_SETGET(ShapeBaseImageData, ShapeFP);
//DECLARE_ASSET_SETGET(ShapeBaseImageData, ShapeFP);
StringTableEntry imageAnimPrefix; ///< Passed along to the mounting shape to modify
/// animation sequences played in 3rd person. [optional]
@ -546,7 +546,7 @@ public:
F32 shadowSphereAdjust;
DECLARE_SHAPEASSET(ShapeBaseData, Shape, onShapeChanged);
DECLARE_SHAPEASSET_SETGET(ShapeBaseData, Shape);
DECLARE_ASSET_SETGET(ShapeBaseData, Shape);
StringTableEntry cloakTexName;
@ -562,7 +562,7 @@ public:
S32 debrisID;
DECLARE_SHAPEASSET(ShapeBaseData, DebrisShape, onDebrisChanged);
DECLARE_SHAPEASSET_SETGET(ShapeBaseData, DebrisShape);
DECLARE_ASSET_SETGET(ShapeBaseData, DebrisShape);
ExplosionData* explosion;
S32 explosionID;