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Initial commit of Command & Conquer Renegade source code.
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250
Code/Scripts/ScriptRegistrar.cpp
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250
Code/Scripts/ScriptRegistrar.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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*
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* FILE
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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* Denzil E. Long, Jr.
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*
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* VERSION INFO
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* $Author: Byon_g $
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* $Revision: 5 $
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* $Modtime: 10/30/00 6:49p $
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* $Archive: /Commando/Code/Scripts/ScriptRegistrar.cpp $
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*
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******************************************************************************/
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#include "always.h"
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#include "scriptregistrar.h"
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#include "scriptfactory.h"
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#include "dprint.h"
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#include <string.h>
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#include <assert.h>
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// ScriptFactory list
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ScriptFactory* ScriptRegistrar::mScriptFactories = NULL;
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::RegisterScript
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*
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* DESCRIPTION
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* Register a Script factory
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*
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* INPUTS
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* ScriptFactory* factory
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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void ScriptRegistrar::RegisterScript(ScriptFactory* factory)
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{
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if (factory != NULL) {
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// DebugPrint("Registering Script '%s'\n", factory->GetName());
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factory->SetNext(mScriptFactories);
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mScriptFactories = factory;
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}
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}
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::UnregisterScript
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*
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* DESCRIPTION
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* Remove a Script factory from the registery
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*
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* INPUTS
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* Factory - ScriptFactory to remove.
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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void ScriptRegistrar::UnregisterScript(ScriptFactory* factory)
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{
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ScriptFactory* previous = NULL;
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ScriptFactory* current = mScriptFactories;
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while (current != NULL) {
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ScriptFactory* next = current->GetNext();
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if (current == factory) {
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// Handle head of list condition
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if (previous == NULL) {
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mScriptFactories = next;
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} else {
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previous->SetNext(next);
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}
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// DebugPrint("Unregistered script '%s'\n", factory->GetName());
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}
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// Advance to next node
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previous = current;
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current = next;
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}
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}
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::CreateScript
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*
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* DESCRIPTION
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* Create an instance of the specified script.
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*
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* INPUTS
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* ScriptName - Name of script to create.
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*
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* RESULTS
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* ScriptClass - New script instance.
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*
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******************************************************************************/
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ScriptImpClass* ScriptRegistrar::CreateScript(const char* scriptName)
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{
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assert(scriptName != NULL);
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if (scriptName != NULL) {
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ScriptFactory* factory = mScriptFactories;
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while (factory != NULL) {
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if (stricmp(factory->GetName(), scriptName) == 0) {
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// DebugPrint("Creating Script '%s'\n", factory->GetName());
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return factory->Create();
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}
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factory = factory->GetNext();
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}
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}
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DebugPrint("Failed to find script '%s'\n", scriptName);
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return NULL;
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}
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::GetScriptFactory
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*
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* DESCRIPTION
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* Get script factory by name.
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*
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* INPUTS
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* Name - Name of script
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*
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* RESULTS
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* ScriptFactory - Factory for specified script.
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*
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******************************************************************************/
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ScriptFactory* ScriptRegistrar::GetScriptFactory(const char* name)
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{
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assert(name != NULL);
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if (name != NULL) {
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ScriptFactory* factory = mScriptFactories;
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while (factory != NULL) {
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if (stricmp(factory->GetName(), name) == 0) {
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return factory;
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}
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factory = factory->GetNext();
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}
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}
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return NULL;
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}
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::GetScriptFactory
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*
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* DESCRIPTION
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* Get script factory at specified location
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*
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* INPUTS
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* Index - Index of script factory.
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*
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* RESULTS
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* ScriptFactory - Factory for specified script.
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*
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******************************************************************************/
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ScriptFactory* ScriptRegistrar::GetScriptFactory(int index)
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{
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int count = 0;
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ScriptFactory* factory = mScriptFactories;
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while (factory != NULL) {
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if (count == index) {
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return factory;
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}
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count++;
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factory = factory->GetNext();
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}
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return NULL;
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}
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/******************************************************************************
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*
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* NAME
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* ScriptRegistrar::Count
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*
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* DESCRIPTION
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* Retrieve the number of registered scripts.
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*
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* INPUTS
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* NONE
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*
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* RESULTS
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* Count - Number of registered scripts
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*
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******************************************************************************/
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int ScriptRegistrar::Count(void)
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{
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int count = 0;
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ScriptFactory* factory = mScriptFactories;
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while (factory != NULL) {
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count++;
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factory = factory->GetNext();
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}
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return count;
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}
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