diff --git a/Engine/source/T3D/staticShape.cpp b/Engine/source/T3D/staticShape.cpp index 1ffd5436c..6548e2161 100644 --- a/Engine/source/T3D/staticShape.cpp +++ b/Engine/source/T3D/staticShape.cpp @@ -45,48 +45,48 @@ static const U32 sgAllowedDynamicTypes = 0xffffff; IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData); ConsoleDocClass( StaticShapeData, - "@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n" + "@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n" - "When it comes to placing 3D objects in the scene, you effectively have two options:\n\n" - "1. TSStatic objects\n\n" - "2. ShapeBase derived objects\n\n" + "When it comes to placing 3D objects in the scene, you effectively have two options:\n\n" + "1. TSStatic objects\n\n" + "2. ShapeBase derived objects\n\n" - "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you " - "will use one of its child classes instead. Several game related objects are derived " - "from ShapeBase: Player, Vehicle, Item, and so on.\n\n" + "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you " + "will use one of its child classes instead. Several game related objects are derived " + "from ShapeBase: Player, Vehicle, Item, and so on.\n\n" - "When you need a 3D object with datablock capabilities, you will use an object derived " - "from ShapeBase. When you need an object with extremely low overhead, and with no other " - "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n" + "When you need a 3D object with datablock capabilities, you will use an object derived " + "from ShapeBase. When you need an object with extremely low overhead, and with no other " + "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n" - "The most basic child of ShapeBase is StaticShape. It does not introduce any of the " - "additional functionality you see in Player, Item, Vehicle or the other game play " - "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having " + "The most basic child of ShapeBase is StaticShape. It does not introduce any of the " + "additional functionality you see in Player, Item, Vehicle or the other game play " + "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having " "a datablock provides a location for common variables as well as having access to " "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n" - "@tsexample\n" - "// Create a StaticShape using a datablock\n" - "datablock StaticShapeData(BasicShapeData)\n" - "{\n" - " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n" - " testVar = \"Simple string, not a stock variable\";\n" - "};\n\n" - "new StaticShape()\n" - "{\n" - " dataBlock = \"BasicShapeData\";\n" - " position = \"0.0 0.0 0.0\";\n" - " rotation = \"1 0 0 0\";\n" - " scale = \"1 1 1\";\n" - "};\n" - "@endtsexample\n\n" + "@tsexample\n" + "// Create a StaticShape using a datablock\n" + "datablock StaticShapeData(BasicShapeData)\n" + "{\n" + " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n" + " testVar = \"Simple string, not a stock variable\";\n" + "};\n\n" + "new StaticShape()\n" + "{\n" + " dataBlock = \"BasicShapeData\";\n" + " position = \"0.0 0.0 0.0\";\n" + " rotation = \"1 0 0 0\";\n" + " scale = \"1 1 1\";\n" + "};\n" + "@endtsexample\n\n" - "@see StaticShape\n" + "@see StaticShape\n" "@see ShapeBaseData\n" - "@see TSStatic\n\n" + "@see TSStatic\n\n" - "@ingroup gameObjects\n" - "@ingroup Datablocks"); + "@ingroup gameObjects\n" + "@ingroup Datablocks"); StaticShapeData::StaticShapeData() { @@ -128,47 +128,47 @@ void StaticShapeData::unpackData(BitStream* stream) IMPLEMENT_CO_NETOBJECT_V1(StaticShape); ConsoleDocClass( StaticShape, - "@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n" + "@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n" - "When it comes to placing 3D objects in the scene, you technically have two options:\n\n" - "1. TSStatic objects\n\n" - "2. ShapeBase derived objects\n\n" + "When it comes to placing 3D objects in the scene, you technically have two options:\n\n" + "1. TSStatic objects\n\n" + "2. ShapeBase derived objects\n\n" - "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you " - "will use one of its child classes instead. Several game related objects are derived " - "from ShapeBase: Player, Vehicle, Item, and so on.\n\n" + "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you " + "will use one of its child classes instead. Several game related objects are derived " + "from ShapeBase: Player, Vehicle, Item, and so on.\n\n" - "When you need a 3D object with datablock capabilities, you will use an object derived " - "from ShapeBase. When you need an object with extremely low overhead, and with no other " - "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n" + "When you need a 3D object with datablock capabilities, you will use an object derived " + "from ShapeBase. When you need an object with extremely low overhead, and with no other " + "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n" - "The most basic child of ShapeBase is StaticShape. It does not introduce any of the " - "additional functionality you see in Player, Item, Vehicle or the other game play " - "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having " + "The most basic child of ShapeBase is StaticShape. It does not introduce any of the " + "additional functionality you see in Player, Item, Vehicle or the other game play " + "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having " "a datablock provides a location for common variables as well as having access to " "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n" - "@tsexample\n" - "// Create a StaticShape using a datablock\n" - "datablock StaticShapeData(BasicShapeData)\n" - "{\n" - " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n" - " testVar = \"Simple string, not a stock variable\";\n" - "};\n\n" - "new StaticShape()\n" - "{\n" - " dataBlock = \"BasicShapeData\";\n" - " position = \"0.0 0.0 0.0\";\n" - " rotation = \"1 0 0 0\";\n" - " scale = \"1 1 1\";\n" - "};\n" - "@endtsexample\n\n" + "@tsexample\n" + "// Create a StaticShape using a datablock\n" + "datablock StaticShapeData(BasicShapeData)\n" + "{\n" + " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n" + " testVar = \"Simple string, not a stock variable\";\n" + "};\n\n" + "new StaticShape()\n" + "{\n" + " dataBlock = \"BasicShapeData\";\n" + " position = \"0.0 0.0 0.0\";\n" + " rotation = \"1 0 0 0\";\n" + " scale = \"1 1 1\";\n" + "};\n" + "@endtsexample\n\n" - "@see StaticShapeData\n" - "@see ShapeBase\n" - "@see TSStatic\n\n" + "@see StaticShapeData\n" + "@see ShapeBase\n" + "@see TSStatic\n\n" - "@ingroup gameObjects\n"); + "@ingroup gameObjects\n"); StaticShape::StaticShape() { @@ -240,7 +240,7 @@ void StaticShape::setTransform(const MatrixF& mat) setMaskBits(PositionMask); } -void StaticShape::onUnmount(ShapeBase*,S32) +void StaticShape::onUnmount(SceneObject*,S32) { // Make sure the client get's the final server pos. setMaskBits(PositionMask); @@ -303,7 +303,7 @@ void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream) // Marked internal, as this is flagged to be deleted // [8/1/2010 mperry] DefineConsoleMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)" - "@internal") + "@internal") { if(!object->isServerObject()) return;