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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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105
Code/Tools/LevelEdit/EditorPhys.cpp
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105
Code/Tools/LevelEdit/EditorPhys.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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*** 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/EditorPhys.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/11/99 5:47p $*
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* *
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* $Revision:: 4 $*
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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 "EditorPhys.H"
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#include "persist.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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//
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// Persist factory for EditorPhysClass
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//
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SimplePersistFactoryClass<EditorPhysClass, CHUNKID_EDITOR_PHYS> _EditorPhysFactory;
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Bounding_Box
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//
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const AABoxClass &
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EditorPhysClass::Get_Bounding_Box (void) const
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{
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assert(Model);
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return Model->Get_Bounding_Box ();
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}
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Transform
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//
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const Matrix3D &
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EditorPhysClass::Get_Transform (void) const
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{
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assert(Model);
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return Model->Get_Transform();
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}
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Transform
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//
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void
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EditorPhysClass::Set_Transform (const Matrix3D &transform)
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{
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// Note: this kind of object never causes collisions so we
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// can just warp it to the users desired position. However,
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// we do need to tell the base class that we moved so that
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// it can tell the scene to update us in the culling system
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assert(Model);
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Model->Set_Transform (transform);
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Update_Cull_Box();
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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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EditorPhysClass::Get_Factory (void) const
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{
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//
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// This should NEVER be called...
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//
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ASSERT (0);
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return _EditorPhysFactory;
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}
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