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Add all new AFX files
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170
Engine/source/afx/ea/afxEA_PlayerMovement.cpp
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170
Engine/source/afx/ea/afxEA_PlayerMovement.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/afxPlayerMovement.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_PlayerMovement
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class afxEA_PlayerMovement : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxPlayerMovementData* movement_data;
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U32 tag;
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_PlayerMovement();
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/*C*/ ~afxEA_PlayerMovement();
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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_PlayerMovement::afxEA_PlayerMovement()
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{
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movement_data = 0;
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tag = 0;
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}
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afxEA_PlayerMovement::~afxEA_PlayerMovement()
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{
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if (movement_data && movement_data->isTempClone())
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delete movement_data;
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movement_data = 0;
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}
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void afxEA_PlayerMovement::ea_set_datablock(SimDataBlock* db)
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{
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movement_data = dynamic_cast<afxPlayerMovementData*>(db);
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}
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bool afxEA_PlayerMovement::ea_start()
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{
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if (!movement_data)
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{
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Con::errorf("afxEA_PlayerMovement::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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tag = 0;
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afxConstraint* pos_cons = getPosConstraint();
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if (!pos_cons)
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{
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Con::warnf("afxEA_PlayerMovement::ea_start() -- missing position constraint.");
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return false;
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}
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Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject());
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if (!player)
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{
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Con::warnf("afxEA_PlayerMovement::ea_start() -- position constraint is not a Player.");
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return false;
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}
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// setup player overrides
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if (movement_data->hasMovementOverride())
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tag = player->setMovementOverride(movement_data->speed_bias, &movement_data->movement, movement_data->movement_op);
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else
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tag = player->setMovementOverride(movement_data->speed_bias);
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return true;
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}
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bool afxEA_PlayerMovement::ea_update(F32 dt)
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{
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return true;
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}
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void afxEA_PlayerMovement::ea_finish(bool was_stopped)
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{
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afxConstraint* pos_cons = getPosConstraint();
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if (!pos_cons)
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return;
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Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject());
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if (!player)
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return;
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// restore player overrides
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player->restoreMovement(tag);
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}
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void afxEA_PlayerMovement::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (movement_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxPlayerMovementData* orig_db = movement_data;
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movement_data = new afxPlayerMovementData(*orig_db, true);
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orig_db->performSubstitutions(movement_data, choreographer, group_index);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_PlayerMovementDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_PlayerMovementDesc 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_PlayerMovement; }
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};
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afxEA_PlayerMovementDesc afxEA_PlayerMovementDesc::desc;
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bool afxEA_PlayerMovementDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxPlayerMovementData) == typeid(*db));
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}
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bool afxEA_PlayerMovementDesc::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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