717 lines
19 KiB
C++
717 lines
19 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/CoverSpotNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/13/01 9:44a $*
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* *
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* $Revision:: 15 $*
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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 "coverspotnode.h"
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#include "coverattackpointnode.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 "coverspotinfopage.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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#include "cover.h"
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#include "modelutils.h"
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#include "soldier.h"
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#include "presetmgr.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<CoverSpotNodeClass, CHUNKID_NODE_COVER_SPOT> _CoverSpotNodePersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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// Save/load constants
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//////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x05260946,
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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_REQUIRES_CROUCH = 0x01,
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VARID_ATTACK_POINT,
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};
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//////////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////////
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static const Vector3 LINE_OFFSET (0, 0, 0.2F);
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//////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////////////
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PhysClass * CoverSpotNodeClass::_TheCollisionObj = NULL;
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int CoverSpotNodeClass::_InstanceCount = 0;
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//////////////////////////////////////////////////////////////////////////////
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//
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// CoverSpotNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverSpotNodeClass::CoverSpotNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_RequiresCrouch (false),
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m_GameCoverSpot (NULL),
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NodeClass (preset)
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{
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_InstanceCount ++;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// CoverSpotNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverSpotNodeClass::CoverSpotNodeClass (const CoverSpotNodeClass &src)
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: m_PhysObj (NULL),
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m_RequiresCrouch (false),
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m_GameCoverSpot (NULL),
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NodeClass (NULL)
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{
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_InstanceCount ++;
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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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// ~CoverSpotNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverSpotNodeClass::~CoverSpotNodeClass (void)
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{
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Free_Attack_Points ();
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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//
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// Free the collision object when all instances have gone away
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//
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_InstanceCount --;
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if (_InstanceCount == 0) {
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MEMBER_RELEASE (_TheCollisionObj);
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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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// 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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CoverSpotNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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//
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// Create the camera render object
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//
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RenderObjClass *render_obj = ::Create_Render_Obj ("COVERSPOT");
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WWASSERT (render_obj != NULL);
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if (render_obj != NULL) {
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// Create the new physics object
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m_PhysObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_PhysObj->Set_Model (render_obj);
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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->Set_Transform (m_Transform);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_0);
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// Release our hold on the render object pointer
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MEMBER_RELEASE (render_obj);
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}
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if (_TheCollisionObj == NULL) {
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//
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// Create the collision physics object
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//
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PresetClass *preset = PresetMgrClass::Find_Preset ("Walk-Thru");
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if (preset != NULL && preset->Get_Definition () != NULL) {
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//
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// Load the assets for this preset and get its definition
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//
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preset->Load_All_Assets ();
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SoldierGameObjDef *definition = (SoldierGameObjDef *)preset->Get_Definition ();
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//
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// Create the collision physics object
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//
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SoldierGameObj *game_obj = new SoldierGameObj;
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game_obj->Init (*definition);
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MEMBER_ADD (_TheCollisionObj, game_obj->Peek_Physical_Object ());
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game_obj->Set_Delete_Pending ();
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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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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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CoverSpotNodeClass::Get_Factory (void) const
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{
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return _CoverSpotNodePersistFactory;
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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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CoverSpotNodeClass::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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WRITE_MICRO_CHUNK (csave, VARID_REQUIRES_CROUCH, m_RequiresCrouch);
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//
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// Save the list of cover point attack positions
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
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if (attack_point != NULL) {
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Matrix3D tm = attack_point->Get_Transform ();
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WRITE_MICRO_CHUNK (csave, VARID_ATTACK_POINT, tm);
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}
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}
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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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CoverSpotNodeClass::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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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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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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CoverSpotNodeClass::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_REQUIRES_CROUCH, m_RequiresCrouch);
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case VARID_ATTACK_POINT:
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{
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//
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// Read the attack points transfrom from the chunk
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//
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Matrix3D tm;
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cload.Read (&tm, sizeof (tm));
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m_AttackPointLoadList.Add (tm);
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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_Post_Load
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//
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///////////////////////////////////////////////////////////////////////
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void
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CoverSpotNodeClass::On_Post_Load (void)
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{
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//
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// If the spawner isn't valid, then remove it from the system
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//
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if (m_Preset == NULL) {
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::Get_Scene_Editor ()->Delete_Node (this, false);
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} else {
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//
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// Add each attack point at the given locations
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//
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for (int index = 0; index < m_AttackPointLoadList.Count (); index ++) {
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Add_Attack_Point (m_AttackPointLoadList[index]);
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}
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//
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// Reset the list
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//
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m_AttackPointLoadList.Delete_All ();
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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 CoverSpotNodeClass &
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CoverSpotNodeClass::operator= (const CoverSpotNodeClass &src)
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{
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//
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// Copy the attach point list
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//
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Free_Attack_Points ();
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for (int index = 0; index < src.m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = src.m_AttackPointNodes[index];
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if (attack_point != NULL) {
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Add_Attack_Point (attack_point->Get_Transform ());
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}
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}
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m_RequiresCrouch = src.m_RequiresCrouch;
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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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CoverSpotNodeClass::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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// Build a cover spot entry that we can pass off the game
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// so it will get exported
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//
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MEMBER_RELEASE (m_GameCoverSpot);
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m_GameCoverSpot = new CoverEntryClass;
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m_GameCoverSpot->Set_Transform (Get_Transform ());
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m_GameCoverSpot->Set_Crouch (m_RequiresCrouch);
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AttackPositionListType *attack_list = m_GameCoverSpot->Get_Attack_Position_List ();
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//
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// Remove the unnecessary UI elements from the scene
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
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EditorLineClass *line = m_AttackPointLines[index];
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::Get_Scene_Editor ()->Remove_Object (line);
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attack_list->Add (attack_point->Get_Position ());
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}
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//
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// Add this cover spot to the game
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//
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CoverManager::Add_Entry (m_GameCoverSpot);
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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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CoverSpotNodeClass::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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// Pass the Post_Export call onto any attack points as well
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
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EditorLineClass *line = m_AttackPointLines[index];
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::Get_Scene_Editor ()->Add_Dynamic_Object (line);
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}
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//
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// Remove the cover spot from the game
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//
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CoverManager::Remove_Entry (m_GameCoverSpot);
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MEMBER_RELEASE (m_GameCoverSpot);
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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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// Add_Attack_Point
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//
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//////////////////////////////////////////////////////////////////////
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CoverAttackPointNodeClass *
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CoverSpotNodeClass::Add_Attack_Point (const Matrix3D &tm)
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{
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//
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// Create and add the new point
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//
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CoverAttackPointNodeClass *attack_point = new CoverAttackPointNodeClass;
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attack_point->Initialize ();
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attack_point->Set_Transform (tm);
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attack_point->Set_Cover_Spot (this);
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NodeMgrClass::Setup_Node_Identity (*attack_point);
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m_AttackPointNodes.Add (attack_point);
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//
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// Create and add the line from the coverspot to the attack point
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//
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EditorLineClass *line = new EditorLineClass;
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line->Reset (m_Transform.Get_Translation () + LINE_OFFSET, tm.Get_Translation () + LINE_OFFSET);
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m_AttackPointLines.Add (line);
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if (m_IsInScene) {
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attack_point->Add_To_Scene ();
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::Get_Scene_Editor ()->Add_Dynamic_Object (line);
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}
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return attack_point;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Remove_Attack_Point
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//
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//////////////////////////////////////////////////////////////////////
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void
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CoverSpotNodeClass::Remove_Attack_Point (CoverAttackPointNodeClass *attack_point)
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{
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//
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// Try to find the attack point
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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if (attack_point == m_AttackPointNodes[index]) {
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//
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// Free the attack point
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//
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MEMBER_RELEASE (attack_point);
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m_AttackPointNodes.Delete (index);
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//
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// Remove and free the line to the attack point
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//
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::Get_Scene_Editor ()->Remove_Object (m_AttackPointLines[index]);
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m_AttackPointLines[index]->Release_Ref ();
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m_AttackPointLines.Delete (index);
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break;
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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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// Free_Attack_Points
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//
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//////////////////////////////////////////////////////////////////////
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void
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CoverSpotNodeClass::Free_Attack_Points (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Release our hold on each attack point
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
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EditorLineClass *line = m_AttackPointLines[index];
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scene->Remove_Object (line);
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attack_point->Remove_From_Scene ();
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MEMBER_RELEASE (attack_point);
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MEMBER_RELEASE (line);
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}
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//
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// Remove all the attack points from the list
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//
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m_AttackPointNodes.Delete_All ();
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m_AttackPointLines.Delete_All ();
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return ;
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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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CoverSpotNodeClass::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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CoverSpotInfoPageClass cover_info_tab (this);
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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 (&cover_info_tab);
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// Show the property sheet
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UINT ret_code = prop_sheet.DoModal ();
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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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//////////////////////////////////////////////////////////////////////////////
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//
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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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CoverSpotNodeClass::Add_To_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Add all the waypoints to the scene
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//
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for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
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CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
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EditorLineClass *line = m_AttackPointLines[index];
|
|
attack_point->Add_To_Scene ();
|
|
scene->Add_Dynamic_Object (line);
|
|
}
|
|
|
|
NodeClass::Add_To_Scene ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Remove_From_Scene
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
CoverSpotNodeClass::Remove_From_Scene (void)
|
|
{
|
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
|
if (scene != NULL && m_IsInScene) {
|
|
|
|
//
|
|
// Remove all the waypoints from the scene
|
|
//
|
|
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
|
|
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
|
|
EditorLineClass *line = m_AttackPointLines[index];
|
|
attack_point->Remove_From_Scene ();
|
|
scene->Remove_Object (line);
|
|
}
|
|
}
|
|
|
|
NodeClass::Remove_From_Scene ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Update_Lines
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
CoverSpotNodeClass::Update_Lines (void)
|
|
{
|
|
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
|
|
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
|
|
EditorLineClass *line = m_AttackPointLines[index];
|
|
|
|
line->Reset (Get_Transform ().Get_Translation () + LINE_OFFSET,
|
|
attack_point->Get_Position () + LINE_OFFSET);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Peek_Collision_Obj
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
PhysClass *
|
|
CoverSpotNodeClass::Peek_Collision_Obj (void) const
|
|
{
|
|
if (_TheCollisionObj != NULL) {
|
|
_TheCollisionObj->Set_Transform (m_Transform);
|
|
}
|
|
|
|
return _TheCollisionObj;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Hide
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
CoverSpotNodeClass::Hide (bool hide)
|
|
{
|
|
//
|
|
// Apply the same operation to all the attack points and lines
|
|
//
|
|
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
|
|
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
|
|
EditorLineClass *line = m_AttackPointLines[index];
|
|
attack_point->Hide (hide);
|
|
line->Hide (hide);
|
|
}
|
|
|
|
NodeClass::Hide (hide);
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Add_Child_Node
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
NodeClass *
|
|
CoverSpotNodeClass::Add_Child_Node (const Matrix3D &tm)
|
|
{
|
|
return Add_Attack_Point (tm);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Sub_Node
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
NodeClass *
|
|
CoverSpotNodeClass::Get_Sub_Node (int index)
|
|
{
|
|
return m_AttackPointNodes[index];
|
|
}
|