454 lines
14 KiB
C
454 lines
14 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/Node.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 4/20/01 10:37a $*
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* *
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* $Revision:: 25 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __NODE_H
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#define __NODE_H
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#include "refcount.h"
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#include "phys.h"
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#include "utils.h"
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#include "quat.h"
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#include "persist.h"
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#include "hittestinfo.h"
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#include "preset.h"
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#include "wwstring.h"
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//////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////
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class SelectionBoxClass;
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class VisPointGeneratorClass;
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class ObjectNodeClass;
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class TileNodeClass;
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class TerrainNodeClass;
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class SoundNodeClass;
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class LightNodeClass;
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class WaypathNodeClass;
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class WaypointNodeClass;
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//////////////////////////////////////////////////////////////////
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//
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// NodeClass
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//
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//////////////////////////////////////////////////////////////////
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class NodeClass : public PersistClass, public RefCountClass
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{
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public:
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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NodeClass (PresetClass *preset = NULL);
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NodeClass (const NodeClass &src);
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virtual ~NodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const NodeClass &operator= (const NodeClass &src);
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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//
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// Creation methods
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//
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virtual void Initialize (void) = 0;
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virtual NodeClass * Clone (void) = 0;
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//
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// Identification methods
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//
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virtual NODE_TYPE Get_Type (void) const = 0;
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virtual const char * Get_Name (void) const;
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virtual void Set_Name (const char *name);
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virtual uint32 Get_ID (void) const;
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virtual void Set_ID (uint32 id);
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virtual int Get_Icon_Index (void) const = 0;
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virtual const char * Get_Comments (void) const;
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virtual void Set_Comments (const char *comments);
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//
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// RTTI
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//
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virtual ObjectNodeClass * As_ObjectNodeClass (void) { return NULL; }
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virtual TileNodeClass * As_TileNodeClass (void) { return NULL; }
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virtual TerrainNodeClass * As_TerrainNodeClass (void) { return NULL; }
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virtual SoundNodeClass * As_SoundNodeClass (void) { return NULL; }
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virtual LightNodeClass * As_LightNodeClass (void) { return NULL; }
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virtual WaypathNodeClass * As_WaypathNodeClass (void) { return NULL; }
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virtual WaypointNodeClass * As_WaypointNodeClass (void) { return NULL; }
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//
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// Scene methods
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//
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virtual void Add_To_Scene (void);
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virtual void Remove_From_Scene (void);
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virtual bool In_Scene (void) const;
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virtual void Reload (void);
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virtual uint32 Get_Cull_Link (void) const { return m_CullLink; }
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virtual void Set_Cull_Link (uint32 link) { m_CullLink = link; }
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virtual void Update_Cached_Cull_Link (void);
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//
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// Transformation methods
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//
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virtual void Set_Transform (const Matrix3D &tm);
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virtual Matrix3D Get_Transform (void);
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virtual void Set_Position (const Vector3 &pos);
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virtual Vector3 Get_Position (void) const;
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virtual void Set_Orientation (const Quaternion &quat);
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virtual const Quaternion & Get_Orientation (void) const;
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virtual void Translate (const Vector3 &vector);
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virtual void Rotate (const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
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//
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// Movement restriction methods
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//
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virtual bool Can_Be_Rotated_Freely (void) const;
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virtual bool Is_Rotation_Restricted (void) const;
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virtual void Restrict_Rotation (bool restrict);
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virtual bool Is_Locked (void) const;
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virtual void Lock (bool lock);
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//
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// Intrinsic behavior methods
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//
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virtual bool Is_Static (void) const = 0;
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//
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// Notifications
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//
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virtual void On_Rotate (void);
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virtual void On_Translate (void);
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virtual void On_Transform (void);
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virtual void On_Delete (void) { }
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virtual void On_Restore (void) { }
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//
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// Accessors
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//
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virtual PhysClass * Peek_Physics_Obj (void) const = 0;
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virtual RenderObjClass * Peek_Render_Obj (void) const;
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virtual PhysClass * Peek_Collision_Obj (void) const;
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virtual LPCTSTR Get_Model_Name (void) const;
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void Set_Preset (PresetClass *preset);
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PresetClass * Get_Preset (void) const;
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uint32 Get_Preset_ID (void) const;
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//
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// Visibility methods
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//
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virtual void Show_Selection_Box (bool onoff);
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virtual void Hide (bool hide);
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virtual bool Is_Hidden (void) const;
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//
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// Attenuation methods
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//
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virtual bool Is_Attenuation_Sphere_Shown (void) { return false; }
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virtual void Show_Attenuation_Spheres (bool onoff) { }
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virtual float Get_Attenuation_Radius (void) { return 0.0F; }
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virtual void Set_Attenuation_Radius (float radius) { }
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//
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// Editing methods
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//
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virtual bool Show_Settings_Dialog (void);
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virtual NodeClass * Add_Child_Node (const Matrix3D &tm) { return NULL; }
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virtual NodeClass * Get_Parent_Node (void) const { return NULL; }
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virtual bool Can_Add_Child_Nodes (void) const { return false; }
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virtual bool Is_A_Child_Node (NodeClass *) const { return false; }
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virtual bool Is_Proxied (void) const { return m_IsProxied; }
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virtual void Set_Is_Proxied (bool onoff) { m_IsProxied = onoff; }
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virtual uint32 Get_Container_Preset_ID (void) const { return m_ContainerPresetID; }
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virtual void Set_Container_Preset_ID (int id) { m_ContainerPresetID = id; }
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//
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// Export methods
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//
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virtual void Pre_Export (void) { }
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virtual void Post_Export (void) { }
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//
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// Vis-related methods
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//
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virtual void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL);
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virtual bool Has_Vis_Sectors (RenderObjClass *render_obj = NULL);
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virtual void Update_Cached_Vis_IDs (void) { };
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//
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// Sub-node Enumeration
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//
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virtual int Get_Sub_Node_Count (void) const { return 0; }
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virtual NodeClass * Get_Sub_Node (int index) { return NULL; }
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//
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// From PersistClass
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//
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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//
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// Save filtering
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//
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virtual bool Needs_Save (void) const { return m_NeedsSave; }
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virtual void Set_Needs_Save (bool onoff) { m_NeedsSave = onoff; }
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//
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// Selection box methods
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//
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virtual void Update_Selection_Color (void);
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virtual void Update_Selection_Box (void);
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//
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// Zone edit methods
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//
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virtual void On_Vertex_Drag_Begin (int vertex_index) { }
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virtual void On_Vertex_Drag (int vertex_index, POINT point) { }
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virtual void On_Vertex_Drag_End (int vertex_index) { }
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protected:
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//////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////
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//
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// Save/load methods
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//
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bool Load_Variables (ChunkLoadClass &cload);
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//////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////
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StringClass m_Name;
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StringClass m_Comments;
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uint32 m_ID;
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uint32 m_PresetID;
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bool m_IsLocked;
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bool m_RotationRestricted;
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bool m_IsInScene;
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bool m_NeedsSave;
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bool m_IsProxied;
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PresetClass * m_Preset;
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uint32 m_ContainerPresetID;
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SelectionBoxClass * m_SelectionBox;
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Quaternion m_Orientation;
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Vector3 m_SelColor;
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Matrix3D m_Transform;
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uint32 m_CullLink;
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// For hit-test feedback
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HITTESTINFO m_HitTestInfo;
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// For use with NodeMgrClass
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NodeClass * m_NextNode;
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NodeClass * m_PrevNode;
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//////////////////////////////////////////////////////////////
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// Friends
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//////////////////////////////////////////////////////////////
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friend class NodeMgrClass;
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};
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//////////////////////////////////////////////////////////////////
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// Set_Transform
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//////////////////////////////////////////////////////////////////
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inline void
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NodeClass::Set_Transform (const Matrix3D &tm)
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{
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m_Transform = tm;
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PhysClass *phys_obj = Peek_Physics_Obj ();
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if (phys_obj != NULL) {
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phys_obj->Set_Transform (tm);
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On_Transform ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Transform
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//////////////////////////////////////////////////////////////////
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inline Matrix3D
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NodeClass::Get_Transform (void)
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{
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Matrix3D tm (1);
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PhysClass *phys_obj = Peek_Physics_Obj ();
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if (phys_obj != NULL) {
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tm = phys_obj->Get_Transform ();
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}
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return tm;
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}
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//////////////////////////////////////////////////////////////////
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// Set_Position
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//////////////////////////////////////////////////////////////////
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inline void
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NodeClass::Set_Position (const Vector3 &pos)
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{
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m_Transform.Set_Translation (pos);
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PhysClass *phys_obj = Peek_Physics_Obj ();
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if (phys_obj != NULL) {
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phys_obj->Set_Transform (m_Transform);
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On_Translate ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Position
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//////////////////////////////////////////////////////////////////
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inline Vector3
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NodeClass::Get_Position (void) const
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{
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return m_Transform.Get_Translation ();
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}
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//////////////////////////////////////////////////////////////////
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// Can_Be_Rotated_Freely
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//////////////////////////////////////////////////////////////////
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inline bool
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NodeClass::Can_Be_Rotated_Freely (void) const
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{
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return true;
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}
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//////////////////////////////////////////////////////////////////
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// Is_Rotation_Restricted
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//////////////////////////////////////////////////////////////////
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inline bool
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NodeClass::Is_Rotation_Restricted (void) const
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{
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return m_RotationRestricted;
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}
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//////////////////////////////////////////////////////////////////
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// Restrict_Rotation
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//////////////////////////////////////////////////////////////////
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inline void
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NodeClass::Restrict_Rotation (bool restrict)
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{
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m_RotationRestricted = restrict;
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Preset_ID
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//////////////////////////////////////////////////////////////////
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inline uint32
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NodeClass::Get_Preset_ID (void) const
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{
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return m_PresetID;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Preset
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//////////////////////////////////////////////////////////////////
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inline PresetClass *
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NodeClass::Get_Preset (void) const
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{
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return m_Preset;
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}
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//////////////////////////////////////////////////////////////////
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// Set_Preset
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//////////////////////////////////////////////////////////////////
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inline void
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NodeClass::Set_Preset (PresetClass *preset)
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{
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m_Preset = preset;
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if (m_Preset != NULL) {
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m_PresetID = m_Preset->Get_ID ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// In_Scene
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//////////////////////////////////////////////////////////////////
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inline bool
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NodeClass::In_Scene (void) const
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{
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return m_IsInScene;
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}
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//////////////////////////////////////////////////////////////////
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// Get_ID
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//////////////////////////////////////////////////////////////////
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inline uint32
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NodeClass::Get_ID (void) const
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{
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return m_ID;
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}
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//////////////////////////////////////////////////////////////////
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// Peek_Collision_Obj
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//////////////////////////////////////////////////////////////////
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inline PhysClass *
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NodeClass::Peek_Collision_Obj (void) const
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{
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return Peek_Physics_Obj ();
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}
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INLINE_ACCESSOR_CONST (const Quaternion &, NodeClass, Orientation);
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INLINE_ACCESSOR_CONST (const char *, NodeClass, Name);
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//INLINE_ACCESSOR_CONST (uint32, NodeClass, ID);
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INLINE_ACCESSOR_CONST (const char *, NodeClass, Comments);
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#endif //__NODE_H
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