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Assorted bug fixes
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@ -325,9 +325,7 @@ U32 PhysicalZone::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
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stream->writeFlag(mActive);
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// AFX CODE BLOCK (enhanced-physical-zone)(pz-opt) >>
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return retMask;
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return retMask;
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}
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void PhysicalZone::unpackUpdate(NetConnection* con, BitStream* stream)
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@ -151,16 +151,36 @@ public:
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//----------------------------------------------------------------------------
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// As shipped, AITurretShape plus the chain of classes it inherits from, consumes
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// all 32 mask-bits. AFX uses one additional mask-bit in GameBase, which pushes
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// AITurretShape over the mask-bit limit which will cause runtime crashes. As
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// a workaround, AFX modifies AITurretShape so that it reuses the TurretUpdateMask
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// defined by TurretShape rather than adding a unique TurretStateMask. This will
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// make AITurretShape's network updates slightly less efficient, but should be
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// acceptable for most uses of AITurretShape. If you plan to populate your levels
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// with many AITurretShape objects, consider restoring it to use of a unique
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// bit-mask, but if you do that, you will have to eliminate at use of at least one
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// bit by one of it's parent classes. (FYI ShapeBase uses 20 bits.)
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//
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// Comment out this define if you want AITurretShape to define it's own bit-mask.
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#define AFX_REUSE_TURRETSHAPE_MASKBITS
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class AITurretShape: public TurretShape
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{
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typedef TurretShape Parent;
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protected:
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#ifdef AFX_REUSE_TURRETSHAPE_MASKBITS
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enum MaskBits {
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TurretStateMask = Parent::TurretUpdateMask,
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NextFreeMask = Parent::NextFreeMask
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};
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#else // ORIGINAL CODE
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enum MaskBits {
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TurretStateMask = Parent::NextFreeMask,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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#endif
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struct TargetInfo
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{
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@ -127,6 +127,11 @@ void MacCursorController::setCursorShape(U32 cursorID)
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case PlatformCursorController::curResizeHorz:
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[[NSCursor resizeUpDownCursor] set];
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break;
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// This sets an appropriate value for the standard hand cursor.
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// In AFX this is used for rollover feedback.
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case PlatformCursorController::curHand:
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[[NSCursor pointingHandCursor] set];
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break;
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}
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}
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