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Add all new AFX files
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Engine/source/afx/ce/afxMachineGun.cpp
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127
Engine/source/afx/ce/afxMachineGun.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 "lighting/lightInfo.h"
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#include "T3D/projectile.h"
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#include "afx/ce/afxMachineGun.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxMachineGunData
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IMPLEMENT_CO_DATABLOCK_V1(afxMachineGunData);
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ConsoleDocClass( afxMachineGunData,
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"@brief A datablock that specifies a Machine Gun effect.\n\n"
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"Machine Gun is a simple but useful effect for rapidly shooting standard Torque Projectile objects. For performance "
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"reasons, keep in mind that each bullet is a separate Projectile object, which is not a very lightweight 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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afxMachineGunData::afxMachineGunData()
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{
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projectile_data = 0;
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rounds_per_minute = 60;
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}
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afxMachineGunData::afxMachineGunData(const afxMachineGunData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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projectile_data = other.projectile_data;
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rounds_per_minute = other.rounds_per_minute;
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}
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#define myOffset(field) Offset(field, afxMachineGunData)
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void afxMachineGunData::initPersistFields()
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{
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addField("projectile", TYPEID<ProjectileData>(), myOffset(projectile_data),
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"A ProjectileData datablock describing the projectile to be launched.");
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addField("roundsPerMinute", TypeS32, myOffset(rounds_per_minute),
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"Specifies the number of projectiles fired over a minute of time. A value of 1200 "
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"will create 20 projectiles per second.\n"
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"Sample values for real machine guns:\n"
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" AK-47 = 600, M16 = 750-900, UZI = 600");
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Parent::initPersistFields();
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// disallow some field substitutions
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disableFieldSubstitutions("projectile");
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}
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bool afxMachineGunData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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if (projectile_data)
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{
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if (getId() >= DataBlockObjectIdFirst && getId() <= DataBlockObjectIdLast)
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{
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SimObjectId pid = projectile_data->getId();
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if (pid < DataBlockObjectIdFirst || pid > DataBlockObjectIdLast)
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{
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Con::errorf(ConsoleLogEntry::General,"afxMachineGunData: bad ProjectileData datablock.");
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return false;
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}
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}
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}
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return true;
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}
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void afxMachineGunData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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if (stream->writeFlag(projectile_data))
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stream->writeRangedU32(projectile_data->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
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stream->write(rounds_per_minute);
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}
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void afxMachineGunData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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if (stream->readFlag())
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{
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SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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Sim::findObject(id, projectile_data);
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}
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stream->read(&rounds_per_minute);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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