560 lines
13 KiB
C++
560 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/WaypointNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/10/00 11:07a $*
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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 "stdafx.h"
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#include "waypathnode.h"
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#include "sceneeditor.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "chunkio.h"
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#include "nodemgr.h"
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#include "segline.h"
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#include "waypointnode.h"
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#include "waypathnode.h"
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#include "waypathinfopage.h"
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#include "nodeinfopage.h"
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#include "positionpage.h"
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#include "editorpropsheet.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<WaypointNodeClass, CHUNKID_NODE_WAYPOINT> _WaypointNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x03011130,
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CHUNKID_BASE_CLASS
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};
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enum
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{
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VARID_WAYPATH_PTR = 0x01,
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VARID_OLD_PTR = 0x02,
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VARID_FLAGS = 0x03,
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// WaypointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypointNodeClass::WaypointNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_Waypath (NULL),
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m_Flags (NULL),
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m_ModelType (MODEL_MIDDLE_PT),
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m_Speed (0.6F),
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NodeClass (preset)
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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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// WaypointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypointNodeClass::WaypointNodeClass (const WaypointNodeClass &src)
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: m_PhysObj (NULL),
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m_Waypath (NULL),
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m_Flags (NULL),
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m_ModelType (MODEL_MIDDLE_PT),
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m_Speed (0.6F),
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NodeClass (NULL)
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{
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~WaypointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypointNodeClass::~WaypointNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Initialize (void)
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{
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//
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// Refresh the model
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//
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MEMBER_RELEASE (m_PhysObj);
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Update_Model ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Set_Model
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Set_Model (MODEL model)
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{
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if (m_ModelType != model) {
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m_ModelType = model;
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Update_Model ();
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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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// Update_Model
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Update_Model (void)
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{
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if (m_PhysObj == NULL) {
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m_PhysObj = new DecorationPhysClass;
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}
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StringClass model_name;
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switch (m_ModelType)
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{
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case MODEL_START_PT:
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model_name = "WAY_G";
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break;
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case MODEL_MIDDLE_PT:
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model_name = "WAY_B";
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break;
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case MODEL_END_PT:
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model_name = "WAY_R";
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break;
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}
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//
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// Create the appropriate model
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//
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RenderObjClass *render_obj = ::Create_Render_Obj (model_name);
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WWASSERT (render_obj != NULL);
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if (render_obj != NULL) {
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//
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// Pass the model onto the physics object
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//
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m_PhysObj->Set_Model (render_obj);
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//
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// Configure the physics object
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//
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m_PhysObj->Set_Transform (Matrix3D(1));
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
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m_PhysObj->Set_Transform (m_Transform);
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MEMBER_RELEASE (render_obj);
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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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WaypointNodeClass::Get_Factory (void) const
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{
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return _WaypointNodePersistFactory;
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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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WaypointNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WaypointNodeClass *this_ptr = this;
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WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
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WRITE_MICRO_CHUNK (csave, VARID_WAYPATH_PTR, m_Waypath);
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WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
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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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WaypointNodeClass::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_BASE_CLASS:
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NodeClass::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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}
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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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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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WaypointNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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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_FLAGS, m_Flags);
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case VARID_WAYPATH_PTR:
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{
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//
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// Read the old pointer from the chunk and register it
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// for remapping.
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//
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cload.Read (&m_Waypath, sizeof (m_Waypath));
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REQUEST_POINTER_REMAP ((void **)&m_Waypath);
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}
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break;
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case VARID_OLD_PTR:
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{
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//
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// Read the old pointer from the chunk and submit it
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// to the remapping system.
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//
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WaypointNodeClass *old_ptr = NULL;
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cload.Read (&old_ptr, sizeof (old_ptr));
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SaveLoadSystemClass::Register_Pointer (old_ptr, this);
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}
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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 true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// On_Transform
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::On_Transform (void)
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{
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On_Translate ();
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// On_Translate
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::On_Translate (void)
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{
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if (m_Waypath != NULL) {
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//
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// Find where we are on the waypath
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//
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int index = m_Waypath->Find_Index (this);
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if (index != -1) {
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//
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// Notify our waypath that we have been moved
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//
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Matrix3D &tm = Get_Transform ();
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m_Waypath->On_Point_Moved (index, tm.Get_Translation ());
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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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// On_Delete
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//
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/////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::On_Delete (void)
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{
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if (m_Waypath != NULL) {
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//
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// Find where we are on the waypath
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//
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int index = m_Waypath->Find_Index (this);
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if (index != -1) {
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//
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// Detach ourselves from the waypath
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//
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m_Waypath->Delete_Point (index);
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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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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const WaypointNodeClass &
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WaypointNodeClass::operator= (const WaypointNodeClass &src)
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{
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m_Speed = src.m_Speed;
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m_Flags = src.m_Flags;
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m_ModelType = src.m_ModelType;
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NodeClass::operator= (src);
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return *this;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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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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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Set_Flags
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Set_Flags (int flags)
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{
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m_Flags = flags;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Set_Flag
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypointNodeClass::Set_Flag (int flag, bool onoff)
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{
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m_Flags &= ~flag;
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if (onoff) {
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m_Flags |= flag;
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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_Flag
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//
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//////////////////////////////////////////////////////////////////////////////
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bool
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WaypointNodeClass::Get_Flag (int flag)
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{
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return bool((m_Flags & flag) == flag);
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Show_Settings_Dialog
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//
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//////////////////////////////////////////////////////////////////////////////
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bool
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WaypointNodeClass::Show_Settings_Dialog (void)
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{
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NodeInfoPageClass info_tab (this);
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PositionPageClass pos_tab (this);
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WaypathInfoPageClass path_tab (this);
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//
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// Add each tab to the property sheet
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//
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EditorPropSheetClass prop_sheet;
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prop_sheet.Add_Page (&info_tab);
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prop_sheet.Add_Page (&pos_tab);
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prop_sheet.Add_Page (&path_tab);
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// Show the property sheet
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UINT ret_code = prop_sheet.DoModal ();
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if (ret_code == IDOK && m_Waypath != NULL) {
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m_Waypath->Update_Line ();
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}
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// Return true if the user clicked OK
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return (ret_code == IDOK);
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}
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||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Parent_Set_Transform
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypointNodeClass::Parent_Set_Transform (const Matrix3D &tm)
|
||
|
{
|
||
|
m_Transform = tm;
|
||
|
|
||
|
PhysClass *phys_obj = Peek_Physics_Obj ();
|
||
|
if (phys_obj != NULL) {
|
||
|
phys_obj->Set_Transform (tm);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Parent_Set_Position
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypointNodeClass::Parent_Set_Position (const Vector3 &pos)
|
||
|
{
|
||
|
m_Transform.Set_Translation (pos);
|
||
|
|
||
|
PhysClass *phys_obj = Peek_Physics_Obj ();
|
||
|
if (phys_obj != NULL) {
|
||
|
phys_obj->Set_Transform (m_Transform);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|