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Add all new AFX files
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Engine/source/afx/ce/afxPlayerPuppet.cpp
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122
Engine/source/afx/ce/afxPlayerPuppet.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 "scene/sceneRenderState.h"
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#include "math/mathIO.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxPlayerPuppet.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxPlayerPuppetData
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IMPLEMENT_CO_DATABLOCK_V1(afxPlayerPuppetData);
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ConsoleDocClass( afxPlayerPuppetData,
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"@brief A datablock that specifies a Player Puppet effect.\n\n"
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"Player Puppet effects are defined using the afxPlayerPuppetData datablock and are used to control the movement of "
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"Player objects with the AFX constraint system. The Player Puppet effect is similar to the Player Movement effect, but "
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"where movement effects 'steer' the player using the same mechanisms that allow Player control from mouse and keyboard "
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"input, Player Puppet effects totally take over a Player's transformation using the AFX constraint system."
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"\n\n"
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"Player Puppet can be configured to directly move a Player's client ghosts as well as its server instance. When doing this, "
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"it is important to keep the general motion of the Player object and its ghosts somewhat consistent. Otherwise, obvious "
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"discontinuities in the motion will result when the Player Puppet ends and control is restored to the server Player."
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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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afxPlayerPuppetData::afxPlayerPuppetData()
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{
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obj_spec = ST_NULLSTRING;
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networking = SERVER_ONLY;
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}
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afxPlayerPuppetData::afxPlayerPuppetData(const afxPlayerPuppetData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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obj_spec = other.obj_spec;
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networking = other.networking;
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}
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#define myOffset(field) Offset(field, afxPlayerPuppetData)
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void afxPlayerPuppetData::initPersistFields()
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{
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addField("objectSpec", TypeString, myOffset(obj_spec),
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"...");
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addField("networking", TypeS8, myOffset(networking),
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"...");
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Parent::initPersistFields();
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// disallow some field substitutions
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disableFieldSubstitutions("objectSpec");
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disableFieldSubstitutions("networking");
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}
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bool afxPlayerPuppetData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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bool runs_on_s = ((networking & (SERVER_ONLY | SERVER_AND_CLIENT)) != 0);
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bool runs_on_c = ((networking & (CLIENT_ONLY | SERVER_AND_CLIENT)) != 0);
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obj_def.parseSpec(obj_spec, runs_on_s, runs_on_c);
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return true;
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}
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void afxPlayerPuppetData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeString(obj_spec);
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stream->write(networking);
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}
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void afxPlayerPuppetData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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obj_spec = stream->readSTString();
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stream->read(&networking);
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}
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void afxPlayerPuppetData::gather_cons_defs(Vector<afxConstraintDef>& defs)
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{
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if (obj_def.isDefined())
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defs.push_back(obj_def);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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