272 lines
7.9 KiB
C++
272 lines
7.9 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/basegameobj.cpp $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 8/23/01 10:52a $*
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* *
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* $Revision:: 27 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "basegameobj.h"
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#include "combat.h"
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#include "pscene.h"
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#include "gameobjmanager.h"
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#include "phys.h"
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#include "timemgr.h"
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#include "chunkio.h"
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#include "debug.h"
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#include "assets.h"
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#include "matinfo.h"
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#include "definitionclassids.h"
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#include "networkobjectfactory.h"
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//////////////////////////////////////////////////////////////
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// NetworkGameObjectFactoryClass
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//////////////////////////////////////////////////////////////
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class NetworkGameObjectFactoryClass : public NetworkObjectFactoryClass
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{
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public:
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virtual NetworkObjectClass * Create (cPacket &packet) const;
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virtual void Prep_Packet (NetworkObjectClass *object, cPacket &packet) const;
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virtual uint32 Get_Class_ID (void) const { return NETCLASSID_GAMEOBJ; }
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};
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//////////////////////////////////////////////////////////////
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// Prep_Packet
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//////////////////////////////////////////////////////////////
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void
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NetworkGameObjectFactoryClass::Prep_Packet (NetworkObjectClass *object, cPacket &packet) const
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{
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WWASSERT (object != NULL);
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BaseGameObj *game_obj = (BaseGameObj *)(object);
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//
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// Add the definition ID of the object to the packet
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//
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packet.Add (game_obj->Get_Definition ().Get_ID ());
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return ;
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}
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//////////////////////////////////////////////////////////////
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// Create
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//////////////////////////////////////////////////////////////
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NetworkObjectClass *
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NetworkGameObjectFactoryClass::Create (cPacket &packet) const
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{
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int definition_id = packet.Get (definition_id);
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//
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// Lookup the definition for this object
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//
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DefinitionClass *definition = DefinitionMgrClass::Find_Definition (definition_id);
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WWASSERT (definition != NULL);
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//
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// Create the new object
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//
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BaseGameObj *new_game_obj = (BaseGameObj *)definition->Create();
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//
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// Convert the game object to a network object
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//
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return static_cast<NetworkObjectClass *> (new_game_obj);
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}
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//////////////////////////////////////////////////////////////
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// Static data
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//////////////////////////////////////////////////////////////
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static NetworkGameObjectFactoryClass _NetworkGameObjectFactory;
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/*
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** BaseGameObjDef
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*/
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enum {
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CHUNKID_DEF_PARENT = 1111991123,
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};
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bool BaseGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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DefinitionClass::Save( csave );
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csave.End_Chunk();
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return true;
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}
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bool BaseGameObjDef::Load( ChunkLoadClass &cload )
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{
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cload.Open_Chunk();
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WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_DEF_PARENT );
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DefinitionClass::Load( cload );
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cload.Close_Chunk();
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return true;
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}
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/*
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**
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*/
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BaseGameObj::BaseGameObj( void ) :
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Definition( NULL ),
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//DestroyType( DESTROY_NONE ),
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//ID( 0 ),
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IsPostThinkAllowed( false ),
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EnableCinematicFreeze( true )
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{
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GameObjManager::Add( this );
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Set_Object_Dirty_Bit (NetworkObjectClass::BIT_CREATION, true);
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}
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/*
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**
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*/
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BaseGameObj::~BaseGameObj( void )
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{
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GameObjManager::Remove( this );
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}
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/*
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**
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*/
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void BaseGameObj::Init( const BaseGameObjDef & definition )
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{
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Definition = &definition;
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}
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const BaseGameObjDef & BaseGameObj::Get_Definition( void ) const
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{
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return *Definition;
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};
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/*
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** BaseGameObj Save and Load
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*/
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enum {
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CHUNKID_VARIABLES = 910991407,
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XXX_MICROCHUNKID_DESTROY_TYPE = 1,
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MICROCHUNKID_DEFINITION_ID,
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MICROCHUNKID_INSTANCE_ID,
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MICROCHUNKID_IS_PENDING_DELETE,
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MICROCHUNKID_ENABLE_CINEMATIC_FREEZE,
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};
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bool BaseGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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bool is_delete_pending = Is_Delete_Pending ();
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_PENDING_DELETE, is_delete_pending );
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int definition_id = Definition->Get_ID();
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WWASSERT( SuperClassID_From_ClassID( Definition->Get_Class_ID () ) == CLASSID_GAME_OBJECTS ||
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SuperClassID_From_ClassID( Definition->Get_Class_ID () ) == CLASSID_BUILDINGS );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEFINITION_ID, definition_id );
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int id = Get_Network_ID ();
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_INSTANCE_ID, id );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_ENABLE_CINEMATIC_FREEZE, EnableCinematicFreeze );
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csave.End_Chunk();
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return true;
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}
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bool BaseGameObj::Load( ChunkLoadClass &cload )
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{
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int id = 0;
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cload.Open_Chunk();
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WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_VARIABLES );
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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case MICROCHUNKID_IS_PENDING_DELETE:
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{
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bool is_delete_pending = false;
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LOAD_MICRO_CHUNK( cload, is_delete_pending );
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if (is_delete_pending) {
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Set_Delete_Pending ();
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}
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break;
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}
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case MICROCHUNKID_INSTANCE_ID:
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{
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LOAD_MICRO_CHUNK( cload, id );
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//TSS
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//Set_Network_ID( id );
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break;
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}
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case MICROCHUNKID_DEFINITION_ID:
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int definition_id;
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LOAD_MICRO_CHUNK( cload, definition_id );
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WWASSERT( Definition == NULL );
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Definition = (const BaseGameObjDef*)DefinitionMgrClass::Find_Definition( definition_id );
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if ( Definition == NULL ) {
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Debug_Say(( "Definition %d not found\n. Re-Export needed\n", definition_id ));
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}
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//
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// 07/30/01 attempting to load a level with temps will presently assert here.
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//
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WWASSERT( Definition != NULL );
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break;
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READ_MICRO_CHUNK( cload, MICROCHUNKID_ENABLE_CINEMATIC_FREEZE, EnableCinematicFreeze );
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default:
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Debug_Say(( "Unrecognized BaseGameObj Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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cload.Close_Chunk();
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//
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// Set the ID if necessary
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//
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if (id == 0) {
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id = Get_ID ();
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if (id == 0) {
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Set_Network_ID (NetworkObjectMgrClass::Get_New_Dynamic_ID ());
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} else {
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WWASSERT(id >= NETID_DYNAMIC_OBJECT_MIN && id <= NETID_DYNAMIC_OBJECT_MAX);
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}
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} else {
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Set_Network_ID (id);
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}
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return true;
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}
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