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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:
287
Code/Tools/LevelEdit/TransitionNode.cpp
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287
Code/Tools/LevelEdit/TransitionNode.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/TransitionNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/22/01 11:17a $*
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* *
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* $Revision:: 12 $*
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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 "transitionnode.h"
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#include "sceneeditor.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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#include "spawn.h"
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#include "physicalgameobj.h"
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#include "presetmgr.h"
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#include "decophys.h"
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#include "nodemgr.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<TransitionNodeClass, CHUNKID_NODE_TRANSITION> _TransitionNodePersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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//
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// TransitionNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TransitionNodeClass::TransitionNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_TransitionObj (NULL),
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NodeClass (preset)
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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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// TransitionNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TransitionNodeClass::TransitionNodeClass (const TransitionNodeClass &src)
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: m_PhysObj (NULL),
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m_TransitionObj (NULL),
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NodeClass (NULL)
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{
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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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// ~TransitionNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TransitionNodeClass::~TransitionNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Set_Delete_Pending ();
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m_TransitionObj = NULL;
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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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// 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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TransitionNodeClass::Initialize (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Set_Delete_Pending ();
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m_TransitionObj = NULL;
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}
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MEMBER_RELEASE (m_PhysObj);
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TransitionGameObjDef *definition = static_cast<TransitionGameObjDef *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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// Create the transition object
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m_TransitionObj = (TransitionGameObj *)definition->Create ();
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// Create the new physics object
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m_PhysObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_PhysObj->Set_Model_By_Name ("TRANSBOX");
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m_PhysObj->Set_Transform (Matrix3D(1));
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
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Set_Transform (m_Transform);
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//
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// Remove the transitions from the level if the transition
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// object is not in the scene
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//
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if (m_IsInScene == false) {
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m_TransitionObj->Destroy_Transitions ();
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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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TransitionNodeClass::Get_Factory (void) const
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{
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return _TransitionNodePersistFactory;
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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 TransitionNodeClass &
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TransitionNodeClass::operator= (const TransitionNodeClass &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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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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TransitionNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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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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TransitionNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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TransitionNodeClass::Add_To_Scene (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Create_Transitions ();
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}
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NodeClass::Add_To_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Remove_From_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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TransitionNodeClass::Remove_From_Scene (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Destroy_Transitions ();
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}
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NodeClass::Remove_From_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Find_Transition
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//
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//////////////////////////////////////////////////////////////////////
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int
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TransitionNodeClass::Find_Transition (TransitionDataClass::StyleType type)
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{
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int index = -1;
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int count = Get_Transition_Count ();
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for ( int trans_index = 0;
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(index == -1) && (trans_index < count);
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trans_index ++)
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{
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//
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// Is this the type transition we are looking for?
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//
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TransitionInstanceClass *transition = Get_Transition (trans_index);
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if (transition != NULL && transition->Get_Type () == type) {
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index = trans_index;
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}
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}
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return index;
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}
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