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Add all new AFX files
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264
Engine/source/afx/ea/afxEA_AreaDamage.cpp
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Engine/source/afx/ea/afxEA_AreaDamage.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 <typeinfo>
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#include "afx/arcaneFX.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxAreaDamage.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_AreaDamage
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class afxEA_AreaDamage : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxAreaDamageData* damage_data;
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Point3F impact_pos;
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bool damage_is_done;
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SceneObject* cons_obj;
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void do_runtime_substitutions();
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void deal_area_damage();
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void apply_damage(ShapeBase*, F32 damage, const char* flavor, Point3F& pos);
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void apply_impulse(ShapeBase*, F32 impulse, Point3F& pos);
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void notify_damage_source(ShapeBase* damaged, F32 damage, const char* flavor, Point3F& pos);
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public:
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/*C*/ afxEA_AreaDamage();
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/*C*/ ~afxEA_AreaDamage();
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virtual bool isDone();
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virtual void ea_set_datablock(SimDataBlock*);
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virtual bool ea_start();
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virtual bool ea_update(F32 dt);
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virtual void ea_finish(bool was_stopped);
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};
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//~~~~~~~~~~~~~~~~~~~~//
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afxEA_AreaDamage::afxEA_AreaDamage()
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{
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damage_data = 0;
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impact_pos.zero();
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damage_is_done = false;
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cons_obj = 0;
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}
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afxEA_AreaDamage::~afxEA_AreaDamage()
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{
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if (damage_data && damage_data->isTempClone())
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delete damage_data;
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damage_data = 0;
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}
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bool afxEA_AreaDamage::isDone()
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{
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return damage_is_done;
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}
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void afxEA_AreaDamage::ea_set_datablock(SimDataBlock* db)
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{
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damage_data = dynamic_cast<afxAreaDamageData*>(db);
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}
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bool afxEA_AreaDamage::ea_start()
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{
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if (!damage_data)
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{
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Con::errorf("afxEA_AreaDamage::ea_start() -- missing or incompatible datablock.");
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return false;
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}
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do_runtime_substitutions();
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return true;
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}
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bool afxEA_AreaDamage::ea_update(F32 dt)
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{
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if (!damage_is_done)
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{
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afxConstraint* pos_cons = getPosConstraint();
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if (pos_cons)
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{
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pos_cons->getPosition(impact_pos);
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cons_obj = pos_cons->getSceneObject();
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}
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deal_area_damage();
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damage_is_done = true;
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}
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return true;
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}
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void afxEA_AreaDamage::ea_finish(bool was_stopped)
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{
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damage_is_done = false;
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}
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void afxEA_AreaDamage::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (damage_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxAreaDamageData* orig_db = damage_data;
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damage_data = new afxAreaDamageData(*orig_db, true);
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orig_db->performSubstitutions(damage_data, choreographer, group_index);
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}
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}
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// radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse, %excluded)
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void afxEA_AreaDamage::deal_area_damage()
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{
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// initContainerRadiusSearch -- afterwards Container::mSearchList contains objects within radius sorted by distance
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gServerContainer.initRadiusSearch(impact_pos, damage_data->radius, ShapeBaseObjectType);
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F32 halfradius = damage_data->radius*0.5f;
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const Vector<SimObjectPtr<SceneObject>*>& list = gServerContainer.getRadiusSearchList();
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for (S32 i = 0; i < list.size(); i++)
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{
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if (!list[i]->isNull())
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{
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ShapeBase* shape = dynamic_cast<ShapeBase*>((SceneObject*)(*list[i]));
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if (!shape || (shape->getTypeMask() & CameraObjectType))
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continue;
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if (damage_data->exclude_cons_obj && cons_obj == *list[i])
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continue;
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#if 0 // AFX_T3D_DISABLED -- calcExplosionCoverage() is a script function
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// so we currently assign a coverage value of 1.0.
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U32 mask = InteriorObjectType | TerrainObjectType | VehicleObjectType;
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F32 coverage = calcExplosionCoverage(impact_pos, shape, mask);
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if (coverage == 0.0f)
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continue;
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#else
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F32 coverage = 1.0f;
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#endif
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// calulate distance
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Point3F pos;
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shape->getWorldBox().getCenter(&pos);
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F32 dist = (pos - impact_pos).len();
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F32 min_dist = shape->getWorldBox().len_x();
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if (shape->getWorldBox().len_y() < min_dist)
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min_dist = shape->getWorldBox().len_y();
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if (shape->getWorldBox().len_z() < min_dist)
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min_dist = shape->getWorldBox().len_z();
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dist -= min_dist;
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if (dist < 0)
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dist = 0;
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F32 dist_scale = (dist < halfradius) ? 1.0f : 1.0f - ((dist - halfradius)/halfradius);
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F32 damage = damage_data->amount*coverage*dist_scale;
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apply_damage(shape, damage, damage_data->flavor, impact_pos);
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apply_impulse(shape, damage_data->impulse*dist_scale, impact_pos);
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if (damage_data->notify_damage_src)
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notify_damage_source(shape, damage, damage_data->flavor, impact_pos);
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}
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}
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}
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void afxEA_AreaDamage::notify_damage_source(ShapeBase* damaged, F32 damage, const char* flavor, Point3F& pos)
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{
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if (mIsZero(damage))
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return;
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char *posArg = Con::getArgBuffer(64);
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dSprintf(posArg, 64, "%f %f %f", pos.x, pos.y, pos.z);
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Con::executef(choreographer->getDataBlock(), "onInflictedAreaDamage",
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choreographer->getIdString(),
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damaged->getIdString(),
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Con::getFloatArg(damage),
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flavor,
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posArg);
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}
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void afxEA_AreaDamage::apply_damage(ShapeBase* shape, F32 damage, const char* flavor, Point3F& pos)
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{
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if (mIsZero(damage))
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return;
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char *posArg = Con::getArgBuffer(64);
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dSprintf(posArg, 64, "%f %f %f", pos.x, pos.y, pos.z);
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Con::executef(shape, "damage",
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choreographer->getIdString(),
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posArg,
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Con::getFloatArg(damage),
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flavor);
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}
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void afxEA_AreaDamage::apply_impulse(ShapeBase* shape, F32 impulse, Point3F& pos)
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{
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if (impulse <= 0.0f)
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return;
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Point3F center; shape->getWorldBox().getCenter(¢er);
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VectorF impulse_vec = center - pos;
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impulse_vec.normalizeSafe();
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impulse_vec *= impulse;
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shape->applyImpulse(pos, impulse_vec);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_AreaDamageDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_AreaDamageDesc desc;
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public:
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virtual bool testEffectType(const SimDataBlock*) const;
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virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const { return false; }
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virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; }
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virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; }
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virtual afxEffectWrapper* create() const { return new afxEA_AreaDamage; }
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};
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afxEA_AreaDamageDesc afxEA_AreaDamageDesc::desc;
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bool afxEA_AreaDamageDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxAreaDamageData) == typeid(*db));
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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