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https://github.com/TorqueGameEngines/Torque3D.git
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corrections:
fill in missing SceneObjectTypes enums. parity with simobject.cpp and objecttypes.h correct inspector display
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parent
72c67e196a
commit
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4 changed files with 26 additions and 8 deletions
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@ -160,8 +160,11 @@ enum SceneObjectTypes
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InteriorLikeObjectType = BIT(24),
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InteriorLikeObjectType = BIT(24),
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TerrainLikeObjectType = BIT(25),
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TerrainLikeObjectType = BIT(25),
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#if defined(AFX_CAP_AFXMODEL_TYPE)
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#if defined(AFX_CAP_AFXMODEL_TYPE)
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afxModelObjectType = BIT(26)
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afxModelObjectType = BIT(26),
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#else
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N_A_27 = BIT(26),
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#endif
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#endif
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N_A_28 = BIT(27),
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// PATHSHAPE
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// PATHSHAPE
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PathShapeObjectType = BIT( 28 ),
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PathShapeObjectType = BIT( 28 ),
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@ -170,6 +173,8 @@ enum SceneObjectTypes
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/// A turret object.
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/// A turret object.
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/// @see TurretShape
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/// @see TurretShape
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TurretObjectType = BIT(29),
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TurretObjectType = BIT(29),
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N_A_31 = BIT(30),
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N_A_32 = BIT(31),
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/// @}
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/// @}
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};
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};
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@ -218,13 +218,13 @@ class BitfieldConsoleBaseType : public ConsoleBaseType
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{
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{
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static const U32 bufSize = 256;
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static const U32 bufSize = 256;
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char* returnBuffer = Con::getReturnBuffer(bufSize);
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char* returnBuffer = Con::getReturnBuffer(bufSize);
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dSprintf(returnBuffer, bufSize, "0x%08x", *((S32 *) dptr) );
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dSprintf(returnBuffer, bufSize, "%i", *((S32 *) dptr) );
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return returnBuffer;
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return returnBuffer;
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}
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}
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void setData( void* dptr, S32 argc, const char** argv, const EnumTable*, BitSet32 ) override
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void setData( void* dptr, S32 argc, const char** argv, const EnumTable*, BitSet32 ) override
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{
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{
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if( argc != 1 ) return; \
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if( argc != 1 ) return; \
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*((S32 *) dptr) = dAtoui(argv[0],0); \
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*((S32 *) dptr) = dAtoui(argv[0]); \
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}
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}
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};
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};
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@ -53,11 +53,14 @@ ImplementBitfieldType(GameTypeMasksType,
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{ SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
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{ SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
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{ SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
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{ SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
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{ SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
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{ SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
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{ SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
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{ SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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{ SceneObjectTypes::ZoneObjectType, "ZoneObjectType", "zones.\n" },
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{ SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
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{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
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{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
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{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
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{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
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{ SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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{ SceneObjectTypes::GameBaseHiFiObjectType, "GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
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{ SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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{ SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
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{ SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
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{ SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
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{ SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
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{ SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
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{ SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
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{ SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
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@ -67,9 +70,19 @@ ImplementBitfieldType(GameTypeMasksType,
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{ SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
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{ SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
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{ SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
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{ SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
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{ SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
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{ SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
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{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
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{ SceneObjectTypes::EntityObjectType, "EntityObjectType", "A generic entity.\n" },
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{ SceneObjectTypes::InteriorLikeObjectType, "InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
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{ SceneObjectTypes::TerrainLikeObjectType, "TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
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#if defined(AFX_CAP_AFXMODEL_TYPE)
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{ SceneObjectTypes::afxModelObjectType, "afxModelObjectType", "afx-specific model typemask.\n" },
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#else
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{ SceneObjectTypes::N_A_27, "N_A_27", "unused 27th bit.\n" },
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#endif
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{ SceneObjectTypes::N_A_28, "N_A_28", "unused 28th bit.\n" },
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{ SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
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{ SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
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{ SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
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{ SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
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{ SceneObjectTypes::N_A_31, "N_A_31", "unused 31st bit.\n" },
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{ SceneObjectTypes::N_A_32, "N_A_32", "unused 32nd bit.\n" },
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EndImplementBitfieldType;
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EndImplementBitfieldType;
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@ -1520,7 +1520,7 @@ StringTableEntry GuiInspectorTypeBitMask32::getValue()
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void GuiInspectorTypeBitMask32::setValue( StringTableEntry value )
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void GuiInspectorTypeBitMask32::setValue( StringTableEntry value )
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{
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{
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U32 mask = dAtoui( value, 0 );
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U32 mask = dAtoui( value );
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for ( U32 i = 0; i < mArrayCtrl->size(); i++ )
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for ( U32 i = 0; i < mArrayCtrl->size(); i++ )
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{
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{
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