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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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240
Code/Tools/LevelEdit/TerrainDefinition.cpp
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240
Code/Tools/LevelEdit/TerrainDefinition.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/TerrainDefinition.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/19/00 2:20p $*
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* *
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* $Revision:: 11 $*
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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 "terraindefinition.h"
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#include "simpledefinitionfactory.h"
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#include "definitionclassids.h"
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#include "definitionmgr.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "terrainnode.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x00000100,
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CHUNKID_BASE_CLASS = 0x00000200,
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};
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enum
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{
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VARID_LOD_DIST = 0x01,
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VARID_MODEL_NAME,
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VARID_LIGHT_FILENAME
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};
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Static factories
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//
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//////////////////////////////////////////////////////////////////////////////////
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DECLARE_DEFINITION_FACTORY(TerrainDefinitionClass, CLASSID_TERRAIN, "Terrain") _TerrainDefFactory;
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SimplePersistFactoryClass<TerrainDefinitionClass, CHUNKID_TERRAIN_DEF> _TerrainPersistFactory;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// TerrainDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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TerrainDefinitionClass::TerrainDefinitionClass (void)
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: DefinitionClass ()
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{
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FILENAME_PARAM (TerrainDefinitionClass, m_ModelName, "Westwood 3D Files", ".w3d");
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FILENAME_PARAM (TerrainDefinitionClass, m_LightFilename, "Westwood Light Database", ".wlt");
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// ~TerrainDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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TerrainDefinitionClass::~TerrainDefinitionClass (void)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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//////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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TerrainDefinitionClass::Get_Factory (void) const
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{
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return _TerrainPersistFactory;
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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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TerrainDefinitionClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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retval &= Save_Variables (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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retval &= DefinitionClass::Save (csave);
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csave.End_Chunk ();
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return retval;
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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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TerrainDefinitionClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_VARIABLES:
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retval &= Load_Variables (cload);
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break;
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case CHUNKID_BASE_CLASS:
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retval &= DefinitionClass::Load (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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TerrainDefinitionClass::Save_Variables (ChunkSaveClass &csave)
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{
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bool retval = true;
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//
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// Write the list of distances to the chunk
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//
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for (int index = 0; index < m_DistanceList.Count (); index ++) {
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uint32 distance = m_DistanceList[index];
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//
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// Create a new micro-chunk and write this data out to it.
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//
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csave.Begin_Micro_Chunk (VARID_LOD_DIST);
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retval &= (csave.Write (&distance, sizeof (distance)) == sizeof (distance));
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csave.End_Micro_Chunk ();
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}
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_MODEL_NAME, m_ModelName)
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_LIGHT_FILENAME, m_LightFilename)
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return retval;
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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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TerrainDefinitionClass::Load_Variables (ChunkLoadClass &cload)
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{
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bool retval = true;
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// Start fresh
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m_DistanceList.Delete_All ();
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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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case VARID_LOD_DIST:
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{
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uint32 distance = 0;
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retval &= (cload.Read (&distance, sizeof (distance)) == sizeof (distance));
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m_DistanceList.Add (distance);
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}
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break;
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_MODEL_NAME, m_ModelName)
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_LIGHT_FILENAME, m_LightFilename)
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}
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cload.Close_Micro_Chunk ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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//////////////////////////////////////////////////////////////////////////////////
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PersistClass *
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TerrainDefinitionClass::Create (void) const
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{
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return new TerrainNodeClass ();
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}
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