498 lines
13 KiB
C++
498 lines
13 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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/specialeffectsgameobj.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 2:33p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "specialeffectsgameobj.h"
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#include "combatchunkid.h"
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#include "wwaudio.h"
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#include "hanim.h"
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#include "assetmgr.h"
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#include "wwhack.h"
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#include "persistfactory.h"
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#include "simpledefinitionfactory.h"
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#include "chunkio.h"
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#include "rendobj.h"
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#include "timemgr.h"
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#include "debug.h"
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#include "phys.h"
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#include "combat.h"
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#include "wwprofile.h"
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DECLARE_FORCE_LINK (SpecialEffects)
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///////////////////////////////////////////////////////////////////////////
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// Persist and Editable framework support
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///////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <SpecialEffectsGameObj, CHUNKID_GAME_OBJECT_SPECIAL_EFFECTS> _SpecialEffectsGameObjPersistFactory;
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SimplePersistFactoryClass <SpecialEffectsGameObjDef, CHUNKID_GAME_OBJECT_DEF_SPECIAL_EFFECTS> _SpecialEffectsGameObjDefPersistFactory;
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DECLARE_DEFINITION_FACTORY (SpecialEffectsGameObjDef, CLASSID_GAME_OBJECT_DEF_SPECIAL_EFFECTS, "Special Effects") _SpecialEffectsGameObjDefDefFactory;
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///////////////////////////////////////////////////////////////////////////
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// Constants
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///////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_DEF_PARENT = 0x09010212,
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CHUNKID_DEF_VARIABLES,
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VARID_DEF_ANIMATION_NAME = 1,
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VARID_DEF_SOUNDID,
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};
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enum
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{
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CHUNKID_PARENT = 0x09010236,
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CHUNKID_VARIABLES,
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VARID_LIFE_REMAINING = 1,
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VARID_IS_INITIALIZED
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// SpecialEffectsGameObjDef
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//
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///////////////////////////////////////////////////////////////////////////
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SpecialEffectsGameObjDef::SpecialEffectsGameObjDef (void) :
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SoundDefID (0)
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{
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MODEL_DEF_PARAM(SpecialEffectsGameObjDef, PhysDefID, "TimedDecorationPhysDef");
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EDITABLE_PARAM (SpecialEffectsGameObjDef, ParameterClass::TYPE_STRING, AnimationName);
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EDITABLE_PARAM (SpecialEffectsGameObjDef, ParameterClass::TYPE_SOUNDDEFINITIONID, SoundDefID);
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// ~SpecialEffectsGameObjDef
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//
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///////////////////////////////////////////////////////////////////////////
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SpecialEffectsGameObjDef::~SpecialEffectsGameObjDef (void)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Get_Class_ID
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//
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///////////////////////////////////////////////////////////////////////////
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uint32
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SpecialEffectsGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_SPECIAL_EFFECTS;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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///////////////////////////////////////////////////////////////////////////
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PersistClass *
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SpecialEffectsGameObjDef::Create (void) const
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{
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SpecialEffectsGameObj *obj = new SpecialEffectsGameObj;
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obj->Init (*this);
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return obj;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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///////////////////////////////////////////////////////////////////////////
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bool
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SpecialEffectsGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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PhysicalGameObjDef::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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return true;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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///////////////////////////////////////////////////////////////////////////
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bool
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SpecialEffectsGameObjDef::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch(cload.Cur_Chunk_ID ()) {
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case CHUNKID_DEF_PARENT:
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PhysicalGameObjDef::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized SpecialEffectsGameObjDef chunk ID\n"));
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObjDef::Save_Variables (ChunkSaveClass &csave)
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{
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_DEF_ANIMATION_NAME, AnimationName);
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WRITE_MICRO_CHUNK (csave, VARID_DEF_SOUNDID, SoundDefID);
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObjDef::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk()) {
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switch (cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_DEF_ANIMATION_NAME, AnimationName);
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READ_MICRO_CHUNK (cload, VARID_DEF_SOUNDID, SoundDefID);
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default:
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Debug_Say (("Unrecognized SpecialEffectsGameObjDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID ()));
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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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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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///////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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SpecialEffectsGameObjDef::Get_Factory (void) const
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{
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return _SpecialEffectsGameObjDefPersistFactory;
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}
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/*
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**
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** Start of SpecialEffectsGameObj
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**
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*/
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///////////////////////////////////////////////////////////////////////////
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//
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// SpecialEffectsGameObj
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//
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///////////////////////////////////////////////////////////////////////////
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SpecialEffectsGameObj::SpecialEffectsGameObj (void) :
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LifeRemaining (-1.0F),
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IsInitialized (false)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// ~SpecialEffectsGameObj
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//
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///////////////////////////////////////////////////////////////////////////
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SpecialEffectsGameObj::~SpecialEffectsGameObj (void)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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///////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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SpecialEffectsGameObj::Get_Factory (void) const
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{
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return _SpecialEffectsGameObjPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void SpecialEffectsGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Init
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObj::Init (const SpecialEffectsGameObjDef &definition)
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{
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PhysicalGameObj::Init (definition);
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//
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// Make sure collisions are turned off on this effect
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//
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PhysClass *phys_obj = Peek_Physical_Object();
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if (phys_obj != NULL) {
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phys_obj->Set_Collision_Group( UNCOLLIDEABLE_GROUP );
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Get_Definition
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//
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///////////////////////////////////////////////////////////////////////////
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const SpecialEffectsGameObjDef &
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SpecialEffectsGameObj::Get_Definition (void) const
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{
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return (const SpecialEffectsGameObjDef &)BaseGameObj::Get_Definition();
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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///////////////////////////////////////////////////////////////////////////
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bool
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SpecialEffectsGameObj::Save (ChunkSaveClass & csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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PhysicalGameObj::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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return true;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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///////////////////////////////////////////////////////////////////////////
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bool
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SpecialEffectsGameObj::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch(cload.Cur_Chunk_ID ()) {
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case CHUNKID_PARENT:
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PhysicalGameObj::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized SpecialEffectsGameObj chunk ID\n"));
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Do_Effect
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObj::Do_Effect (void)
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{
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//
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// Make sure we have a render object
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//
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RenderObjClass *model = Peek_Model ();
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WWASSERT (model != NULL);
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if (model != NULL) {
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//
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// Should we play an animation?
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//
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const StringClass &anim_name = Get_Definition ().AnimationName;
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if (anim_name.Get_Length () > 0) {
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//
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// Load the animation
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//
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HAnimClass *animation = WW3DAssetManager::Get_Instance ()->Get_HAnim (anim_name);
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if (animation != NULL) {
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LifeRemaining = animation->Get_Total_Time ();
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model->Set_Animation (animation, 0, RenderObjClass::ANIM_MODE_ONCE);
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REF_PTR_RELEASE(animation);
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}
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}
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//
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// Should we play a sound?
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//
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if (Get_Definition ().SoundDefID > 0) {
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WWAudioClass::Get_Instance()->Create_Instant_Sound (Get_Definition ().SoundDefID, Get_Transform ());
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}
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObj::Save_Variables (ChunkSaveClass &csave)
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{
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WRITE_MICRO_CHUNK (csave, VARID_LIFE_REMAINING, LifeRemaining);
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WRITE_MICRO_CHUNK (csave, VARID_IS_INITIALIZED, IsInitialized);
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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObj::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk()) {
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switch (cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK (cload, VARID_LIFE_REMAINING, LifeRemaining);
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READ_MICRO_CHUNK (cload, VARID_IS_INITIALIZED, IsInitialized);
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default:
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Debug_Say (("Unrecognized SpecialEffectsGameObj Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID ()));
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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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return ;
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}
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///////////////////////////////////////////////////////////////////////////
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//
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// Think
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//
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///////////////////////////////////////////////////////////////////////////
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void
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SpecialEffectsGameObj::Think (void)
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{
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WWPROFILE( "SpecialEffects Think" );
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//
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// Kick off the special effect
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//
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if (IsInitialized == false) {
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Do_Effect ();
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IsInitialized = true;
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}
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//
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// Check to see if we should make ourselves go away
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//
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if (LifeRemaining >= 0) {
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LifeRemaining -= TimeManager::Get_Frame_Seconds ();
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if (LifeRemaining <= 0) {
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Set_Delete_Pending ();
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}
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}
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return ;
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}
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