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Path class augs
adds the following behaviours: onPostAdd, send an updatePath event so that paths created post-pathOnMissionLoadDone command can register with clients (like say when they are loaded from a submis) for editing tool purposes, allow Path::SetTransform to impact child objects so that pre-existing ones can be copy/pasted without the markers ending up in the same spot, or so that you can shift the entire path around and have those move in a relative manner
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2 changed files with 45 additions and 0 deletions
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@ -76,12 +76,14 @@ class Path : public GameBase
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~Path();
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void addObject(SimObject*) override;
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void onPostAdd() override;
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void removeObject(SimObject*) override;
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void sortMarkers();
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void updatePath();
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bool isLooping() { return mIsLooping; }
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U32 getPathIndex() const;
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void setTransform(const MatrixF& mat) override;
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DECLARE_CONOBJECT(Path);
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DECLARE_CATEGORY("Cinematic");
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