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Add all new AFX files
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116
Engine/source/afx/ce/afxFootSwitch.cpp
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116
Engine/source/afx/ce/afxFootSwitch.cpp
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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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#include "afx/arcaneFX.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "afx/ce/afxFootSwitch.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxFootSwitchData
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IMPLEMENT_CO_DATABLOCK_V1(afxFootSwitchData);
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ConsoleDocClass( afxFootSwitchData,
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"@brief A datablock that specifies a Foot Switch effect.\n\n"
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"A Foot Switch effect is used to disable some or all of the standard built-in footstep effects generated by Player objects."
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"\n\n"
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"Stock Player objects generate footprint decals, footstep sounds, and puffs of particle dust in response to special "
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"animation triggers embedded in the Player's dts model. With the help of Phase Effects, AFX can substitute alternatives for "
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"these built-in effects. When this is done, it is often preferable to turn off some or all of the built-in footstep effects."
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"\n\n"
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"Foot Switch effects are only meaningful when the primary position constraint is a Player or Player-derived object."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxFootSwitchData::afxFootSwitchData()
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{
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override_all = false;
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override_decals = false;
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override_sounds = false;
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override_dust = false;
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}
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afxFootSwitchData::afxFootSwitchData(const afxFootSwitchData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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override_all = other.override_all;
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override_decals = other.override_decals;
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override_sounds = other.override_sounds;
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override_dust = other.override_dust;
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}
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#define myOffset(field) Offset(field, afxFootSwitchData)
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void afxFootSwitchData::initPersistFields()
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{
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addField("overrideAll", TypeBool, myOffset(override_all),
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"When true, all of a Player's footstep effects are turned off for the duration of "
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"the foot-switch effect.");
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addField("overrideDecals", TypeBool, myOffset(override_decals),
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"Specifically selects whether the Player's footprint decals are enabled.");
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addField("overrideSounds", TypeBool, myOffset(override_sounds),
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"Specifically selects whether the Player's footstep sounds are enabled.");
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addField("overrideDust", TypeBool, myOffset(override_dust),
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"Specifically selects whether the Player's footstep puffs of dust are enabled.");
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Parent::initPersistFields();
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}
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void afxFootSwitchData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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if (!stream->writeFlag(override_all))
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{
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stream->writeFlag(override_decals);
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stream->writeFlag(override_sounds);
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stream->writeFlag(override_dust);
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}
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}
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void afxFootSwitchData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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override_all = stream->readFlag();
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if (!override_all)
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{
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override_decals = stream->readFlag();
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override_sounds = stream->readFlag();
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override_dust = stream->readFlag();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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