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https://github.com/TorqueGameEngines/Torque3D.git
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fill in the validated variables
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184 changed files with 1359 additions and 1216 deletions
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@ -127,28 +127,28 @@ void AITurretShapeData::initPersistFields()
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docsURL;
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Parent::initPersistFields();
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addGroup("AI Steering");
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addField("maxScanHeading", TypeF32, Offset(maxScanHeading, AITurretShapeData),
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addFieldV("maxScanHeading", TypeRangedF32, Offset(maxScanHeading, AITurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
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"@brief Maximum number of degrees to scan left and right.\n\n"
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"@note Maximum scan heading is 90 degrees.\n");
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addField("maxScanPitch", TypeF32, Offset(maxScanPitch, AITurretShapeData),
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addFieldV("maxScanPitch", TypeRangedF32, Offset(maxScanPitch, AITurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
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"@brief Maximum number of degrees to scan up and down.\n\n"
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"@note Maximum scan pitch is 90 degrees.\n");
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addField("maxScanDistance", TypeF32, Offset(maxScanDistance, AITurretShapeData),
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addFieldV("maxScanDistance", TypeRangedF32, Offset(maxScanDistance, AITurretShapeData), &CommonValidators::PositiveFloat,
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"@brief Maximum distance to scan.\n\n"
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"When combined with maxScanHeading and maxScanPitch this forms a 3D scanning wedge used to initially "
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"locate a target.\n");
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addField("scanTickFrequency", TypeS32, Offset(scanTickFrequency, AITurretShapeData),
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addFieldV("scanTickFrequency", TypeRangedS32, Offset(scanTickFrequency, AITurretShapeData), &CommonValidators::NaturalNumber,
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"@brief How often should we perform a full scan when looking for a target.\n\n"
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"Expressed as the number of ticks between full scans, but no less than 1.\n");
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addField("scanTickFrequencyVariance", TypeS32, Offset(scanTickFrequencyVariance, AITurretShapeData),
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addFieldV("scanTickFrequencyVariance", TypeRangedS32, Offset(scanTickFrequencyVariance, AITurretShapeData), &CommonValidators::PositiveInt,
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"@brief Random amount that should be added to the scan tick frequency each scan period.\n\n"
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"Expressed as the number of ticks to randomly add, but no less than zero.\n");
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addField("trackLostTargetTime", TypeF32, Offset(trackLostTargetTime, AITurretShapeData),
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addFieldV("trackLostTargetTime", TypeRangedF32, Offset(trackLostTargetTime, AITurretShapeData), &CommonValidators::PositiveFloat,
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"@brief How long after the turret has lost the target should it still track it.\n\n"
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"Expressed in seconds.\n");
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addField("maxWeaponRange", TypeF32, Offset(maxWeaponRange, AITurretShapeData),
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addFieldV("maxWeaponRange", TypeRangedF32, Offset(maxWeaponRange, AITurretShapeData), &CommonValidators::PositiveFloat,
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"@brief Maximum distance that the weapon will fire upon a target.\n\n");
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addField("weaponLeadVelocity", TypeF32, Offset(weaponLeadVelocity, AITurretShapeData),
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addFieldV("weaponLeadVelocity", TypeRangedF32, Offset(weaponLeadVelocity, AITurretShapeData), &CommonValidators::PositiveFloat,
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"@brief Velocity used to lead target.\n\n"
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"If value <= 0, don't lead target.\n");
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endGroup("AI Steering");
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@ -173,7 +173,7 @@ void AITurretShapeData::initPersistFields()
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addField( "stateTransitionOnTimeout", TypeString, Offset(stateTransitionTimeout, AITurretShapeData), MaxStates,
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"Name of the state to transition to when we have been in this state "
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"for stateTimeoutValue seconds." );
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addField( "stateTimeoutValue", TypeF32, Offset(stateTimeoutValue, AITurretShapeData), MaxStates,
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addFieldV( "stateTimeoutValue", TypeRangedF32, Offset(stateTimeoutValue, AITurretShapeData), &CommonValidators::PositiveFloat, MaxStates,
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"Time in seconds to wait before transitioning to stateTransitionOnTimeout." );
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addField( "stateWaitForTimeout", TypeBool, Offset(stateWaitForTimeout, AITurretShapeData), MaxStates,
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"If false, this state ignores stateTimeoutValue and transitions "
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