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Adds utility function and method to be able to enact a load of subscenes at a specific world position
Adds loadIf conditional logic to evaluate if a subscene is 'allowed' to load when tested Adds isAlwaysActive to GameMode to be able to flag a gamemode as being defaulted to on and used automatically Updated GetGameModesList function to return an arrayObject of the gamemodes found Overhauled CallGameModeFunction to utilize the gamemodes list with active/alwaysActive modes being called against, rather than level-scanning Updated ChooseLevelMenu to be able to toggle on/off multiple gamemodes with an image indicator if it's active or not
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14 changed files with 259 additions and 198 deletions
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@ -22,6 +22,7 @@ private:
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DECLARE_ASSET_SETGET(GameMode, PreviewImage);
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bool mIsActive;
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bool mIsAlwaysActive;
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public:
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@ -34,6 +35,9 @@ public:
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bool isActive() { return mIsActive; }
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void setActive(const bool& active);
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bool isAlwaysActive() { return mIsAlwaysActive; }
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void setAlwaysActive(const bool& alwaysActive);
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DECLARE_CONOBJECT(GameMode);
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static void findGameModes(const char* gameModeList, Vector<GameMode*>* outGameModes);
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