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Add all new AFX files
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207
Engine/source/afx/ea/afxEA_MachineGun.cpp
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207
Engine/source/afx/ea/afxEA_MachineGun.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/afxProjectile.h"
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#include "afx/ce/afxMachineGun.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_MachineGun
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class afxEA_MachineGun : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxMachineGunData* gun_data;
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ProjectileData* bullet_data;
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bool shooting;
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F32 start_time;
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F32 shot_gap;
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S32 shot_count;
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void launch_projectile();
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_MachineGun();
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/*D*/ ~afxEA_MachineGun();
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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_MachineGun::afxEA_MachineGun()
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{
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gun_data = 0;
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bullet_data = 0;
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shooting = false;
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start_time = 0.0f;
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shot_count = 0;
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shot_gap = 0.2f;
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}
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afxEA_MachineGun::~afxEA_MachineGun()
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{
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if (gun_data && gun_data->isTempClone())
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delete gun_data;
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gun_data = 0;
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}
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void afxEA_MachineGun::ea_set_datablock(SimDataBlock* db)
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{
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gun_data = dynamic_cast<afxMachineGunData*>(db);
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if (gun_data)
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bullet_data = gun_data->projectile_data;
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}
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bool afxEA_MachineGun::ea_start()
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{
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if (!gun_data)
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{
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Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible datablock.");
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return false;
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}
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if (!bullet_data)
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{
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Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible ProjectileData.");
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return false;
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}
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do_runtime_substitutions();
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if (gun_data->rounds_per_minute > 0)
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shot_gap = 60.0f/gun_data->rounds_per_minute;
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return true;
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}
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bool afxEA_MachineGun::ea_update(F32 dt)
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{
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if (!shooting)
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{
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start_time = elapsed;
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shooting = true;
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}
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else
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{
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F32 next_shot = start_time + (shot_count+1)*shot_gap;
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while (next_shot < elapsed)
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{
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if (in_scope)
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launch_projectile();
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next_shot += shot_gap;
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shot_count++;
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}
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}
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return true;
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}
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void afxEA_MachineGun::ea_finish(bool was_stopped)
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{
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}
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void afxEA_MachineGun::launch_projectile()
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{
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afxProjectile* projectile = new afxProjectile();
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ProjectileData* next_bullet = bullet_data;
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if (bullet_data->getSubstitutionCount() > 0)
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{
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next_bullet = new ProjectileData(*bullet_data, true);
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bullet_data->performSubstitutions(next_bullet, choreographer, group_index);
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}
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projectile->onNewDataBlock(next_bullet, false);
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F32 muzzle_vel = next_bullet->muzzleVelocity;
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afxConstraint* pos_cons = getPosConstraint();
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ShapeBase* src_obj = (pos_cons) ? (dynamic_cast<ShapeBase*>(pos_cons->getSceneObject())) : 0;
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Point3F dir_vec = updated_aim - updated_pos;
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dir_vec.normalizeSafe();
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dir_vec *= muzzle_vel;
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projectile->init(updated_pos, dir_vec, src_obj);
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if (!projectile->registerObject())
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{
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delete projectile;
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projectile = 0;
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Con::errorf("afxEA_MachineGun::launch_projectile() -- projectile failed to register.");
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}
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if (projectile)
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projectile->setDataField(StringTable->insert("afxOwner"), 0, choreographer->getIdString());
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}
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void afxEA_MachineGun::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (gun_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxMachineGunData* orig_db = gun_data;
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gun_data = new afxMachineGunData(*orig_db, true);
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orig_db->performSubstitutions(gun_data, choreographer, group_index);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_MachineGunDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_MachineGunDesc 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 true; }
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virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; }
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virtual afxEffectWrapper* create() const { return new afxEA_MachineGun; }
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};
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afxEA_MachineGunDesc afxEA_MachineGunDesc::desc;
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bool afxEA_MachineGunDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxMachineGunData) == typeid(*db));
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}
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bool afxEA_MachineGunDesc::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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