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Add all new AFX files
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103
Engine/source/afx/ce/afxPointLight_T3D.cpp
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103
Engine/source/afx/ce/afxPointLight_T3D.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/afxPointLight_T3D.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxT3DPointLightData
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IMPLEMENT_CO_DATABLOCK_V1(afxT3DPointLightData);
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ConsoleDocClass( afxT3DPointLightData,
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"@brief A datablock that specifies a dynamic Point Light effect.\n\n"
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"A Point Light effect that uses the T3D PointLight object. afxT3DPointLightData has the same fields found in PointLight but "
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"in a datablock structure."
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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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afxT3DPointLightData::afxT3DPointLightData()
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: mRadius( 5.0f )
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{
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}
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afxT3DPointLightData::afxT3DPointLightData(const afxT3DPointLightData& other, bool temp_clone) : afxT3DLightBaseData(other, temp_clone)
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{
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mRadius = other.mRadius;
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}
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//
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// NOTE: keep this as consistent as possible with PointLight::initPersistFields()
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//
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void afxT3DPointLightData::initPersistFields()
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{
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addGroup( "Light" );
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addField( "radius", TypeF32, Offset( mRadius, afxT3DPointLightData ),
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"Controls the falloff of the light emission");
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endGroup( "Light" );
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// We do the parent fields at the end so that
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// they show up that way in the inspector.
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Parent::initPersistFields();
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// Remove the scale field... it's already
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// defined by the light radius.
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removeField( "scale" );
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}
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bool afxT3DPointLightData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxT3DPointLightData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write( mRadius );
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}
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void afxT3DPointLightData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read( &mRadius );
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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