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https://github.com/TorqueGameEngines/Torque3D.git
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initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
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parent
61a75ada1e
commit
ca1604170d
29 changed files with 700 additions and 457 deletions
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@ -246,8 +246,8 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
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return false;
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// We have mShape at this point. Resolve nodes.
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scanNode = mShape->findNode("scanPoint");
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aimNode = mShape->findNode("aimPoint");
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scanNode = getShape()->findNode("scanPoint");
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aimNode = getShape()->findNode("aimPoint");
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if (scanNode == -1) scanNode = pitchNode;
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if (scanNode == -1) scanNode = headingNode;
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@ -259,7 +259,7 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
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for (U32 j = 0; j < MaxStates; j++) {
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StateData& s = state[j];
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if (stateSequence[j] && stateSequence[j][0])
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s.sequence = mShape->findSequence(stateSequence[j]);
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s.sequence = getShape()->findSequence(stateSequence[j]);
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if (s.sequence != -1)
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{
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// This state has an animation sequence
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