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Add all new AFX files
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Engine/source/afx/ce/afxScriptEvent.cpp
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94
Engine/source/afx/ce/afxScriptEvent.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/afxScriptEvent.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxScriptEventData
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IMPLEMENT_CO_DATABLOCK_V1(afxScriptEventData);
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ConsoleDocClass( afxScriptEventData,
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"@brief A datablock that specifies a Script Event effect.\n\n"
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"Arbitrary script functions can be called as an AFX effect using afxScriptEventData. They are useful for implementing "
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"high-level scripted side-effects such as character resurrection or teleportation."
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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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afxScriptEventData::afxScriptEventData()
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{
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method_name = ST_NULLSTRING;
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script_data = ST_NULLSTRING;
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}
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afxScriptEventData::afxScriptEventData(const afxScriptEventData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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method_name = other.method_name;
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script_data = other.script_data;
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}
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#define myOffset(field) Offset(field, afxScriptEventData)
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void afxScriptEventData::initPersistFields()
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{
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addField("methodName", TypeString, myOffset(method_name),
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"The name of a script method defined for the instance class of an effects "
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"choreographer. The arguments used to call this method are determined by the type "
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"of choreographer.");
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addField("scriptData", TypeString, myOffset(script_data),
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"An arbitrary blind data value which is passed in as an argument of the script event "
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"method. The value of scriptData can be used to differentiate uses when handling "
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"different script event effects with a single method.");
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Parent::initPersistFields();
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}
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void afxScriptEventData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeString(method_name);
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stream->writeString(script_data);
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}
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void afxScriptEventData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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method_name = stream->readSTString();
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script_data = stream->readSTString();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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