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Add all new AFX files
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102
Engine/source/afx/ce/afxMooring.h
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102
Engine/source/afx/ce/afxMooring.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_MOORING_H_
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#define _AFX_MOORING_H_
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#include "renderInstance/renderPassManager.h"
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#include "afx/afxEffectDefs.h"
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class afxMooringData : public GameBaseData, public afxEffectDefs
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{
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typedef GameBaseData Parent;
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public:
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U8 networking;
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bool track_pos_only;
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bool display_axis_marker;
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public:
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/*C*/ afxMooringData();
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/*C*/ afxMooringData(const afxMooringData&, bool = false);
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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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virtual bool allowSubstitutions() const { return true; }
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static void initPersistFields();
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DECLARE_CONOBJECT(afxMooringData);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxMooring
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class afxMooring : public GameBase, public afxEffectDefs
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{
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typedef GameBase Parent;
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private:
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afxMooringData* mDataBlock;
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U32 chor_id;
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bool hookup_with_chor;
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StringTableEntry ghost_cons_name;
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GFXStateBlockRef axis_sb;
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void _renderAxisLines(ObjectRenderInst*, SceneRenderState*, BaseMatInstance*);
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protected:
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enum MaskBits
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{
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PositionMask = Parent::NextFreeMask,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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public:
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/*C*/ afxMooring();
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/*C*/ afxMooring(U32 networking, U32 chor_id, StringTableEntry cons_name);
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/*D*/ ~afxMooring();
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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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 setTransform(const MatrixF&);
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virtual void prepRenderImage(SceneRenderState*);
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DECLARE_CONOBJECT(afxMooring);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_MOORING_H_
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