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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
341
Code/Combat/transitiongameobj.cpp
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341
Code/Combat/transitiongameobj.cpp
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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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/transitiongameobj.cpp $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/17/01 10:28a $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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/*
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** Includes
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*/
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#include "transitiongameobj.h"
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#include "debug.h"
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#include "wwhack.h"
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#include "persistfactory.h"
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#include "combatchunkid.h"
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#include "simpledefinitionfactory.h"
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#include "combat.h"
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/*
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** TransitionGameObjDef
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*/
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DECLARE_FORCE_LINK( Transition )
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SimplePersistFactoryClass<TransitionGameObjDef, CHUNKID_GAME_OBJECT_DEF_TRANSITION> _TransitionGameObjDefPersistFactory;
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DECLARE_DEFINITION_FACTORY(TransitionGameObjDef, CLASSID_GAME_OBJECT_DEF_TRANSITION, "Transition") _TransitionGameObjDefDefFactory;
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TransitionGameObjDef::~TransitionGameObjDef( void )
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{
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Free_Transition_List();
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}
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uint32 TransitionGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_TRANSITION;
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}
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PersistClass * TransitionGameObjDef::Create( void ) const
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{
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TransitionGameObj * obj = new TransitionGameObj;
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obj->Init( *this );
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return obj;
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}
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enum {
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CHUNKID_DEF_PARENT = 1111991201,
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CHUNKID_DEF_TRANSITION,
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};
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bool TransitionGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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BaseGameObjDef::Save( csave );
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csave.End_Chunk();
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/*
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** Save each of the transition 'definitions' in our list.
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*/
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for( int index = 0; index < Transitions.Count (); index ++ ) {
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TransitionDataClass *transition = Transitions[index];
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if( transition != NULL ) {
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/*
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** Save this transition 'defintion' to its own chunk.
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*/
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csave.Begin_Chunk( CHUNKID_DEF_TRANSITION );
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transition->Save( csave );
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csave.End_Chunk();
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}
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}
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return true;
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}
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bool TransitionGameObjDef::Load( ChunkLoadClass &cload )
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{
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Free_Transition_List ();
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_PARENT:
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BaseGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_TRANSITION:
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{
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TransitionDataClass *transition = new TransitionDataClass;
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transition->Load( cload );
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Transitions.Add( transition );
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}
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break;
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default:
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Debug_Say(( "Unrecognized TransitionDef chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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/*
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**
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*/
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void TransitionGameObjDef::Free_Transition_List( void )
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{
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/*
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** Delete each of the transition 'definitions' in our list.
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*/
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for( int index = 0; index < Transitions.Count (); index ++ ) {
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TransitionDataClass *transition = Transitions[index];
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if( transition != NULL ) {
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delete transition;
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}
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}
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Transitions.Delete_All();
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return ;
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}
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const PersistFactoryClass & TransitionGameObjDef::Get_Factory (void) const
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{
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return _TransitionGameObjDefPersistFactory;
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}
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/*
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** TransitionGameObj
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*/
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SimplePersistFactoryClass<TransitionGameObj, CHUNKID_GAME_OBJECT_TRANSITION> _TransitionGameObjPersistFactory;
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const PersistFactoryClass & TransitionGameObj::Get_Factory (void) const
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{
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return _TransitionGameObjPersistFactory;
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}
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TransitionGameObj::TransitionGameObj() :
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LadderIndex( -1 )
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{
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}
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TransitionGameObj::~TransitionGameObj()
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{
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Destroy_Transitions();
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}
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/*
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**
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*/
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void TransitionGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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void TransitionGameObj::Init( const TransitionGameObjDef & definition )
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{
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BaseGameObj::Init( definition );
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Create_Transitions();
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}
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const TransitionGameObjDef & TransitionGameObj::Get_Definition( void ) const
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{
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return (const TransitionGameObjDef &)BaseGameObj::Get_Definition();
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}
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/*
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** TransitionGameObj Save and Load
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*/
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enum {
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CHUNKID_PARENT = 1111991206,
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CHUNKID_VARIABLES,
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MICROCHUNKID_TRANSFORM = 1,
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MICROCHUNKID_LADDER_INDEX
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};
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bool TransitionGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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BaseGameObj::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, MICROCHUNKID_TRANSFORM, TM );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_LADDER_INDEX, LadderIndex );
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csave.End_Chunk();
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return true;
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}
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bool TransitionGameObj::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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BaseGameObj::Load( cload );
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break;
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case CHUNKID_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, MICROCHUNKID_TRANSFORM, TM );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_LADDER_INDEX, LadderIndex );
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default:
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Debug_Say(( "Unrecognized TransitionGameObj Variable chunkID\n" ));
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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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break;
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}
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default:
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Debug_Say(( "Unrecognized Transition chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void TransitionGameObj::On_Post_Load( void )
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{
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BaseGameObj::On_Post_Load();
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Create_Transitions();
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return ;
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}
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void TransitionGameObj::Set_Transform(const Matrix3D & tm)
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{
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TM = tm;
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}
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const Matrix3D & TransitionGameObj::Get_Transform(void) const
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{
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return TM;
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}
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void TransitionGameObj::Create_Transitions( void )
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{
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Destroy_Transitions();
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// Only create the transitions if they haven't already been created
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WWASSERT( TransitionInstances.Count() == 0 );
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if( TransitionInstances.Count() == 0 ) {
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const TRANSITION_DATA_LIST & trans_data_list = Get_Definition().Get_Transition_List();
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Matrix3D tm = Get_Transform();
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for ( int i = 0; i < trans_data_list.Count(); i++ ) {
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// make new instance
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TransitionInstanceClass * trans = new TransitionInstanceClass( *trans_data_list[i] );
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// setup
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trans->Set_Parent_Transform( tm );
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// add to our list
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TransitionInstances.Add( trans );
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// add to master list
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TransitionManager::Add( trans );
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}
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}
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//
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// Ensure all the transition instances know what ladder they belong to (may
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// not apply for other transitions other than ladder).
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//
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Set_Ladder_Index( LadderIndex );
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return ;
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}
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void TransitionGameObj::Destroy_Transitions( void )
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{
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while ( TransitionInstances.Count() ) {
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TransitionManager::Destroy( TransitionInstances[0] );
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TransitionInstances.Delete( 0 );
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}
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// They get put in a list, so flush the list.
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TransitionManager::Destroy_Pending();
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}
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void TransitionGameObj::Update_Transitions( void )
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{
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Matrix3D tm = Get_Transform();
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// Update all transitions
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for ( int i = 0; i < TransitionInstances.Count(); i++ ) {
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TransitionInstances[i]->Set_Parent_Transform( tm );
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TransitionInstances[i]->Set_Ladder_Index( LadderIndex );
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}
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}
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void TransitionGameObj::Set_Ladder_Index( int ladder_index )
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{
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LadderIndex = ladder_index;
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// Update all transitions
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for ( int i = 0; i < TransitionInstances.Count(); i++ ) {
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TransitionInstances[i]->Set_Ladder_Index( LadderIndex );
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}
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return ;
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}
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