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https://github.com/TorqueGameEngines/Torque3D.git
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Fix stack balancing problems by refactoring execution calls
- Con::executef now uses a template - All public execution functions now restore the console stack upon return - Fixed bad parameters on some callbacks - Reverts get*Arg behavior
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43 changed files with 1781 additions and 358 deletions
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@ -153,7 +153,7 @@ ConsoleDocClass( RigidShape,
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);
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IMPLEMENT_CALLBACK( RigidShape, onEnterLiquid, void, ( const char* objId, const char* waterCoverage, const char* liquidType ),
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IMPLEMENT_CALLBACK( RigidShape, onEnterLiquid, void, ( const char* objId, F32 waterCoverage, const char* liquidType ),
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( objId, waterCoverage, liquidType ),
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"@brief Called whenever this RigidShape object enters liquid.\n\n"
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"@param objId The ID of the rigidShape object.\n"
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@ -1088,7 +1088,7 @@ void RigidShape::updatePos(F32 dt)
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// Water script callbacks
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if (!inLiquid && mWaterCoverage != 0.0f)
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{
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onEnterLiquid_callback(getIdString(), Con::getFloatArg(mWaterCoverage), mLiquidType.c_str() );
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onEnterLiquid_callback(getIdString(), mWaterCoverage, mLiquidType.c_str() );
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inLiquid = true;
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}
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else if (inLiquid && mWaterCoverage == 0.0f)
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