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Add all new AFX files
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Engine/source/afx/ea/afxEA_FootSwitch.cpp
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Engine/source/afx/ea/afxEA_FootSwitch.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 "T3D/player.h"
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#include "afx/afxChoreographer.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/ce/afxFootSwitch.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_FootSwitch
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class afxEA_FootSwitch : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxFootSwitchData* footfall_data;
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Player* player;
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_FootSwitch();
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void set_overrides(Player*);
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void clear_overrides(Player*);
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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_FootSwitch::afxEA_FootSwitch()
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{
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footfall_data = 0;
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player = 0;
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}
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inline void afxEA_FootSwitch::set_overrides(Player* player)
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{
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if (footfall_data->override_all)
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player->overrideFootfallFX();
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else
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player->overrideFootfallFX(footfall_data->override_decals,
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footfall_data->override_sounds,
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footfall_data->override_dust);
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}
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inline void afxEA_FootSwitch::clear_overrides(Player* player)
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{
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if (footfall_data->override_all)
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player->restoreFootfallFX();
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else
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player->restoreFootfallFX(footfall_data->override_decals,
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footfall_data->override_sounds,
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footfall_data->override_dust);
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}
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void afxEA_FootSwitch::ea_set_datablock(SimDataBlock* db)
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{
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footfall_data = dynamic_cast<afxFootSwitchData*>(db);
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}
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bool afxEA_FootSwitch::ea_start()
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{
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if (!footfall_data)
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{
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Con::errorf("afxEA_FootSwitch::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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afxConstraint* pos_cons = getPosConstraint();
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player = (pos_cons) ? dynamic_cast<Player*>(pos_cons->getSceneObject()) : 0;
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if (player)
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set_overrides(player);
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return true;
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}
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bool afxEA_FootSwitch::ea_update(F32 dt)
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{
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if (!player)
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return true;
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afxConstraint* pos_cons = getPosConstraint();
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Player* temp_player = (pos_cons) ? dynamic_cast<Player*>(pos_cons->getSceneObject()) : 0;
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if (temp_player && temp_player != player)
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{
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player = temp_player;
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if (player)
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set_overrides(player);
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}
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return true;
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}
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void afxEA_FootSwitch::ea_finish(bool was_stopped)
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{
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if (!player)
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return;
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afxConstraint* pos_cons = getPosConstraint();
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Player* temp_player = (pos_cons) ? dynamic_cast<Player*>(pos_cons->getSceneObject()) : 0;
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if (temp_player == player)
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clear_overrides(player);
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}
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void afxEA_FootSwitch::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (footfall_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxFootSwitchData* orig_db = footfall_data;
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footfall_data = new afxFootSwitchData(*orig_db, true);
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orig_db->performSubstitutions(footfall_data, choreographer, group_index);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_FootfallSwitchDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_FootfallSwitchDesc 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;
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virtual bool runsOnServer(const afxEffectWrapperData*) const { return false; }
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virtual bool runsOnClient(const afxEffectWrapperData*) const { return true; }
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virtual bool isPositional(const afxEffectWrapperData*) const { return false; }
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virtual afxEffectWrapper* create() const { return new afxEA_FootSwitch; }
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};
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afxEA_FootfallSwitchDesc afxEA_FootfallSwitchDesc::desc;
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bool afxEA_FootfallSwitchDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxFootSwitchData) == typeid(*db));
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}
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bool afxEA_FootfallSwitchDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
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{
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return (timing.lifetime < 0);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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