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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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337
Code/Tools/LevelEdit/TileNode.cpp
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337
Code/Tools/LevelEdit/TileNode.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/TileNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/09/01 10:39a $*
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* *
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* $Revision:: 23 $*
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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 "tilenode.h"
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#include "staticphys.h"
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#include "sceneeditor.h"
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#include "tiledefinition.h"
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#include "filemgr.h"
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#include "_assetmgr.h"
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#include "editorassetmgr.h"
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#include "w3d_file.h"
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#include "cameramgr.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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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<TileNodeClass, CHUNKID_NODE_TILE> _TileNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x05050253,
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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_VISOBJECTID = 0x01,
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VARID_VISSECTORID
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// TileNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TileNodeClass::TileNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_VisObjectID (0), // (gth) init this to zero, ("always visible")
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m_VisSectorID (-1), // (gth) init this to -1, ("no-sector")
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NodeClass (preset)
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{
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Restrict_Rotation (true);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// TileNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TileNodeClass::TileNodeClass (const TileNodeClass &src)
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: m_PhysObj (NULL),
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m_VisObjectID (0),
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m_VisSectorID (-1),
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NodeClass (NULL)
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{
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Restrict_Rotation (true);
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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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// ~TileNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TileNodeClass::~TileNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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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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TileNodeClass::Initialize (void)
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{
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//
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// Update the cull-link index
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//
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Update_Cached_Cull_Link ();
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MEMBER_RELEASE (m_PhysObj);
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TileDefinitionClass *definition = static_cast<TileDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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//
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// Make sure all assets are loaded into memory before this tile is created...
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//
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m_Preset->Load_All_Assets ();
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//
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// Lookup the physics definition this tile definition was configured with
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//
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int def_id = definition->Get_Phys_Def_ID ();
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DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (def_id, false);
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if (phys_def != NULL) {
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//
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// Create an instance of the physics object from its definition
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//
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PhysClass *phys_obj = (PhysClass *)phys_def->Create ();
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ASSERT (phys_obj != NULL);
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if (phys_obj != NULL && phys_obj->Peek_Model () != NULL) {
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m_PhysObj = phys_obj->As_StaticPhysClass ();
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ASSERT (m_PhysObj != NULL);
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ASSERT (m_PhysObj->Peek_Model() != NULL);
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//
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// Configure the physics object
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//
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if (m_PhysObj != NULL) {
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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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m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
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m_PhysObj->Set_ID (Get_ID ());
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m_PhysObj->Set_Vis_Object_ID (m_VisObjectID);
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m_PhysObj->Set_Vis_Sector_ID (m_VisSectorID);
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}
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} else {
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MEMBER_RELEASE (phys_obj);
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}
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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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TileNodeClass::Get_Factory (void) const
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{
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return _TileNodePersistFactory;
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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 TileNodeClass &
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TileNodeClass::operator= (const TileNodeClass &src)
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{
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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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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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TileNodeClass::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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//
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// Save the tile's vis-id to the chunk
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//
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if (m_PhysObj != NULL) {
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uint32 vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Object_ID ();
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WRITE_MICRO_CHUNK (csave, VARID_VISOBJECTID, vis_id);
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vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Sector_ID ();
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WRITE_MICRO_CHUNK (csave, VARID_VISSECTORID, vis_id);
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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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TileNodeClass::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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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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TileNodeClass::Load_Variables (ChunkLoadClass &cload)
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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_VISOBJECTID, m_VisObjectID);
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READ_MICRO_CHUNK (cload, VARID_VISSECTORID, m_VisSectorID);
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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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// Update_Cached_Vis_IDs
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//
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/////////////////////////////////////////////////////////////////
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void
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TileNodeClass::Update_Cached_Vis_IDs (void)
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{
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if (m_PhysObj != NULL) {
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m_VisObjectID = m_PhysObj->Get_Vis_Object_ID ();
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m_VisSectorID = m_PhysObj->Get_Vis_Object_ID ();
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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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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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TileNodeClass::Pre_Export (void)
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{
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//
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// Change our collision group the collision group that the
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// game is expecting
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//
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if (m_PhysObj != NULL) {
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m_PhysObj->Set_Collision_Group (15);
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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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TileNodeClass::Post_Export (void)
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{
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//
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// Restore our collision group
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//
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if (m_PhysObj != NULL) {
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m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
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}
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return ;
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}
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