293 lines
7.7 KiB
C++
293 lines
7.7 KiB
C++
/*
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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/orator.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/29/01 9:42p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "orator.h"
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#include "chunkio.h"
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#include "activeconversation.h"
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#include "physicalgameobj.h"
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#include "oratortypes.h"
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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_VARIABLES = 0x11060315,
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CHUNKID_GAMEOBJ
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};
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enum
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{
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VARID_ID = 1,
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VARID_OLD_PTR,
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VARID_CONVERSATION,
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VARID_POSITION,
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VARID_HASARRIVED,
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VARID_FLAGS,
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XXX_VARID_PLAYER_TYPE,
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VARID_ORATOR_TYPE,
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VARID_IS_INVISIBLE,
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VARID_LOOK_AT_OBJID
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// OratorClass
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//
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//////////////////////////////////////////////////////////////////////////////
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OratorClass::OratorClass (void) :
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Conversation (NULL),
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GameObj (NULL),
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Position (0, 0, 0),
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HasArrived (false),
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Flags (0),
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ID (-1),
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OratorType (0),
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IsInvisible (false),
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LookAtObjID (0)
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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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// ~OratorClass
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//
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//////////////////////////////////////////////////////////////////////////////
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OratorClass::~OratorClass (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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// Initialize
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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OratorClass::Initialize (PhysicalGameObj *game_obj)
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{
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GameObj = game_obj;
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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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OratorClass::Set_Flags (int flags)
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{
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Flags = flags;
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if (Flags & FLAG_DONT_MOVE) {
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HasArrived = true;
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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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// Set_Flag
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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OratorClass::Set_Flag (int flag, bool onoff)
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{
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Flags &= ~flag;
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if (onoff) {
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Flags |= flag;
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}
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if (Flags & FLAG_DONT_MOVE) {
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HasArrived = true;
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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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OratorClass::Get_Flag (int flag)
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{
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return bool((Flags & flag) == flag);
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Get_Game_Obj
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//
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//////////////////////////////////////////////////////////////////////////////
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PhysicalGameObj *
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OratorClass::Get_Game_Obj (void) const
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{
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PhysicalGameObj *game_obj = NULL;
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//
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// Do some RTTI to see if we can return the soldier pointer
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//
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if (GameObj != NULL) {
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game_obj = GameObj.Get_Ptr ()->As_PhysicalGameObj ();
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}
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return game_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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OratorClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
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WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION, Conversation);
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WRITE_MICRO_CHUNK (csave, VARID_POSITION, Position);
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WRITE_MICRO_CHUNK (csave, VARID_HASARRIVED, HasArrived);
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WRITE_MICRO_CHUNK (csave, VARID_FLAGS, Flags);
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WRITE_MICRO_CHUNK (csave, VARID_ORATOR_TYPE, OratorType);
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WRITE_MICRO_CHUNK (csave, VARID_IS_INVISIBLE, IsInvisible);
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WRITE_MICRO_CHUNK (csave, VARID_LOOK_AT_OBJID, LookAtObjID);
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//
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// Save our current pointer so we can remap it on load
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//
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OratorClass *old_ptr = this;
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WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, old_ptr);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_GAMEOBJ);
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GameObj.Save (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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OratorClass::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_GAMEOBJ:
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GameObj.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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void
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OratorClass::Load_Variables (ChunkLoadClass &cload)
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{
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OratorClass *old_ptr = NULL;
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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_ID, ID);
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READ_MICRO_CHUNK (cload, VARID_CONVERSATION, Conversation);
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READ_MICRO_CHUNK (cload, VARID_POSITION, Position);
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READ_MICRO_CHUNK (cload, VARID_HASARRIVED, HasArrived);
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READ_MICRO_CHUNK (cload, VARID_FLAGS, Flags);
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READ_MICRO_CHUNK (cload, VARID_OLD_PTR, old_ptr);
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READ_MICRO_CHUNK (cload, VARID_ORATOR_TYPE, OratorType);
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READ_MICRO_CHUNK (cload, VARID_IS_INVISIBLE, IsInvisible);
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READ_MICRO_CHUNK (cload, VARID_LOOK_AT_OBJID, LookAtObjID);
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}
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cload.Close_Micro_Chunk ();
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}
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//
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// Fixup the pointer
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//
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if (Conversation != NULL) {
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REQUEST_REF_COUNTED_POINTER_REMAP ((RefCountClass **)&Conversation);
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}
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//
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// Register our old pointer so other objects can safely remap to it
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//
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WWASSERT (old_ptr != NULL);
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SaveLoadSystemClass::Register_Pointer (old_ptr, this);
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return ;
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}
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