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Add all new AFX files
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258
Engine/source/afx/afxSelectron.h
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258
Engine/source/afx/afxSelectron.h
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_SELECTION_EFFECT_H_
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#define _AFX_SELECTION_EFFECT_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "console/typeValidators.h"
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#include "afxChoreographer.h"
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#include "afxEffectWrapper.h"
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#include "afxPhrase.h"
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class afxChoreographerData;
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class afxEffectBaseData;
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class afxSelectronDefs
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{
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public:
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enum {
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MAIN_PHRASE,
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SELECT_PHRASE,
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DESELECT_PHRASE,
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NUM_PHRASES
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};
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};
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class afxSelectronData : public afxChoreographerData, public afxSelectronDefs
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{
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typedef afxChoreographerData Parent;
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class ewValidator : public TypeValidator
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{
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U32 id;
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public:
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ewValidator(U32 id) { this->id = id; }
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void validateType(SimObject *object, void *typePtr);
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};
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bool do_id_convert;
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public:
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F32 main_dur;
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F32 select_dur;
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F32 deselect_dur;
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S32 n_main_loops;
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S32 n_select_loops;
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S32 n_deselect_loops;
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bool registered;
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U8 obj_type_style;
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U32 obj_type_mask;
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afxEffectBaseData* dummy_fx_entry;
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afxEffectList main_fx_list;
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afxEffectList select_fx_list;
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afxEffectList deselect_fx_list;
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private:
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void pack_fx(BitStream* stream, const afxEffectList& fx, bool packed);
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void unpack_fx(BitStream* stream, afxEffectList& fx);
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public:
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/*C*/ afxSelectronData();
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/*C*/ afxSelectronData(const afxSelectronData&, bool = false);
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/*D*/ ~afxSelectronData();
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virtual void reloadReset();
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virtual bool onAdd();
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virtual void packData(BitStream*);
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virtual void unpackData(BitStream*);
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bool preload(bool server, String &errorStr);
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bool matches(U32 mask, U8 style);
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void gatherConstraintDefs(Vector<afxConstraintDef>&);
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virtual bool allowSubstitutions() const { return true; }
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static void initPersistFields();
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DECLARE_CONOBJECT(afxSelectronData);
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DECLARE_CATEGORY("AFX");
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};
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inline bool afxSelectronData::matches(U32 mask, U8 style)
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{
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if (obj_type_style != style)
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return false;
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if (obj_type_mask == 0 && mask == 0)
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return true;
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return ((obj_type_mask & mask) != 0);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxSelectron
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class afxSelectron : public afxChoreographer, public afxSelectronDefs
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{
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typedef afxChoreographer Parent;
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friend class arcaneFX;
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public:
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enum MaskBits
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{
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StateEventMask = Parent::NextFreeMask << 0,
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SyncEventMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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enum
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{
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NULL_EVENT,
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ACTIVATE_EVENT,
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SHUTDOWN_EVENT,
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DEACTIVATE_EVENT,
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INTERRUPT_EVENT
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};
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enum
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{
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INACTIVE_STATE,
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ACTIVE_STATE,
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CLEANUP_STATE,
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DONE_STATE,
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LATE_STATE
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};
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enum {
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MARK_ACTIVATE = BIT(0),
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MARK_SHUTDOWN = BIT(1),
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MARK_DEACTIVATE = BIT(2),
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MARK_INTERRUPT = BIT(3),
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};
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class ObjectDeleteEvent : public SimEvent
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{
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public:
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void process(SimObject *obj) { if (obj) obj->deleteObject(); }
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};
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private:
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static StringTableEntry CAMERA_CONS;
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static StringTableEntry LISTENER_CONS;
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static StringTableEntry FREE_TARGET_CONS;
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private:
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afxSelectronData* datablock;
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SimObject* exeblock;
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bool constraints_initialized;
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bool client_only;
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U8 effect_state;
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F32 effect_elapsed;
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afxConstraintID listener_cons_id;
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afxConstraintID free_target_cons_id;
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afxConstraintID camera_cons_id;
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SceneObject* camera_cons_obj;
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afxPhrase* phrases[NUM_PHRASES];
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F32 time_factor;
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U8 marks_mask;
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private:
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void init();
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bool state_expired();
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void init_constraints();
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void setup_main_fx();
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void setup_select_fx();
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void setup_deselect_fx();
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bool cleanup_over();
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public:
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/*C*/ afxSelectron();
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/*C*/ afxSelectron(bool not_default);
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/*D*/ ~afxSelectron();
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// STANDARD OVERLOADED METHODS //
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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virtual void processTick(const Move*);
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virtual void advanceTime(F32 dt);
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virtual bool onAdd();
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virtual void onRemove();
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virtual U32 packUpdate(NetConnection*, U32, BitStream*);
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virtual void unpackUpdate(NetConnection*, BitStream*);
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virtual void sync_with_clients();
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void finish_startup();
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DECLARE_CONOBJECT(afxSelectron);
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DECLARE_CATEGORY("AFX");
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private:
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void process_server();
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//
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void change_state_s(U8 pending_state);
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//
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void enter_active_state_s();
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void leave_active_state_s();
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void enter_cleanup_state_s();
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void enter_done_state_s();
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private:
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void process_client(F32 dt);
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//
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void change_state_c(U8 pending_state);
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//
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void enter_active_state_c(F32 starttime);
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void enter_cleanup_state_c();
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void enter_done_state_c();
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void leave_active_state_c();
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void sync_client(U16 marks, U8 state, F32 elapsed);
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public:
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void postEvent(U8 event);
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void setTimeFactor(F32 f) { time_factor = (f > 0) ? f : 1.0f; }
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F32 getTimeFactor() { return time_factor; }
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void activate();
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public:
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static afxSelectron* start_selectron(SceneObject* picked, U8 subcode, SimObject* extra);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_SELECTION_EFFECT_H_
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