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Add all new AFX files
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Engine/source/afx/ea/afxEA_PhysicalZone.cpp
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226
Engine/source/afx/ea/afxEA_PhysicalZone.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/physicalZone.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/afxPhysicalZone.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_PhysicalZone
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class afxEA_PhysicalZone : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxPhysicalZoneData* zone_data;
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PhysicalZone* physical_zone;
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SceneObject* cons_obj;
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void do_runtime_substitutions();
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void set_cons_object(SceneObject*);
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public:
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/*C*/ afxEA_PhysicalZone();
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/*D*/ ~afxEA_PhysicalZone();
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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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virtual void ea_set_scope_status(bool flag);
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virtual void onDeleteNotify(SimObject*);
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};
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//~~~~~~~~~~~~~~~~~~~~//
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afxEA_PhysicalZone::afxEA_PhysicalZone()
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{
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zone_data = 0;
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physical_zone = 0;
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cons_obj = 0;
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}
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afxEA_PhysicalZone::~afxEA_PhysicalZone()
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{
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if (physical_zone)
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physical_zone->deleteObject();
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if (zone_data && zone_data->isTempClone())
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delete zone_data;
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zone_data = 0;
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}
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void afxEA_PhysicalZone::ea_set_datablock(SimDataBlock* db)
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{
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zone_data = dynamic_cast<afxPhysicalZoneData*>(db);
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}
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bool afxEA_PhysicalZone::ea_start()
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{
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if (!zone_data)
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{
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Con::errorf("afxEA_PhysicalZone::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_PhysicalZone::ea_update(F32 dt)
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{
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if (!physical_zone)
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{
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// create and register effect
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physical_zone = new PhysicalZone();
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physical_zone->mVelocityMod = zone_data->mVelocityMod;
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physical_zone->mGravityMod = zone_data->mGravityMod;
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physical_zone->mAppliedForce = zone_data->mAppliedForce;
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physical_zone->force_type = zone_data->force_type;
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physical_zone->orient_force = zone_data->orient_force;
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physical_zone->setField("polyhedron", zone_data->mPolyhedron);
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if (!physical_zone->registerObject())
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{
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delete physical_zone;
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physical_zone = 0;
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Con::errorf("afxEA_PhysicalZone::ea_update() -- effect failed to register.");
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return false;
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}
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deleteNotify(physical_zone);
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physical_zone->activate();
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}
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if (physical_zone)
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{
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if (zone_data->exclude_cons_obj)
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{
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afxConstraint* pos_constraint = getPosConstraint();
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set_cons_object((pos_constraint) ? pos_constraint->getSceneObject() : 0);
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}
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if (do_fades)
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physical_zone->setFadeAmount(fade_value);
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physical_zone->setTransform(updated_xfm);
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}
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return true;
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}
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void afxEA_PhysicalZone::ea_finish(bool was_stopped)
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{
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if (physical_zone)
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{
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set_cons_object(0);
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physical_zone->deleteObject();
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physical_zone = 0;
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}
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}
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void afxEA_PhysicalZone::ea_set_scope_status(bool in_scope)
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{
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if (physical_zone)
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{
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if (in_scope && !physical_zone->isActive())
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physical_zone->activate();
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else if (!in_scope && physical_zone->isActive())
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physical_zone->deactivate();
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}
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}
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void afxEA_PhysicalZone::onDeleteNotify(SimObject* obj)
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{
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if (physical_zone == dynamic_cast<PhysicalZone*>(obj))
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physical_zone = 0;
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Parent::onDeleteNotify(obj);
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}
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void afxEA_PhysicalZone::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (zone_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxPhysicalZoneData* orig_db = zone_data;
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zone_data = new afxPhysicalZoneData(*orig_db, true);
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orig_db->performSubstitutions(zone_data, choreographer, group_index);
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}
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}
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void afxEA_PhysicalZone::set_cons_object(SceneObject* new_obj)
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{
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if (cons_obj == new_obj)
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return;
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if (cons_obj)
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{
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physical_zone->unregisterExcludedObject(cons_obj);
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//clearNotify(shape);
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}
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cons_obj = new_obj;
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if (cons_obj)
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{
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//deleteNotify(shape);
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physical_zone->registerExcludedObject(cons_obj);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_PhysicalZoneDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_PhysicalZoneDesc 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_PhysicalZone; }
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};
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afxEA_PhysicalZoneDesc afxEA_PhysicalZoneDesc::desc;
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bool afxEA_PhysicalZoneDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxPhysicalZoneData) == typeid(*db));
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}
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bool afxEA_PhysicalZoneDesc::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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