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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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243
Code/Tools/LevelEdit/editoronlyobjectnode.cpp
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243
Code/Tools/LevelEdit/editoronlyobjectnode.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/editoronlyobjectnode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/22/01 12:56p $*
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* *
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* $Revision:: 3 $*
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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 "editoronlyobjectnode.h"
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#include "editoronlydefinition.h"
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#include "phys.h"
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#include "rendobj.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 "presetmgr.h"
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#include "nodemgr.h"
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#include "part_emt.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Local prototypes
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<EditorOnlyObjectNodeClass, CHUNKID_EDITOR_ONLY_OBJECTS> _EditorOnlyObjNodePersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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//
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// EditorOnlyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (PresetClass *preset)
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: DisplayObj (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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// EditorOnlyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (const EditorOnlyObjectNodeClass &src)
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: DisplayObj (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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// ~EditorOnlyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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EditorOnlyObjectNodeClass::~EditorOnlyObjectNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (DisplayObj);
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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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EditorOnlyObjectNodeClass::Initialize (void)
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{
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EditorOnlyDefinitionClass *definition = static_cast<EditorOnlyDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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MEMBER_RELEASE (DisplayObj);
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//
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// Make sure we have all the assets loaded into memory that this object needs.
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//
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m_Preset->Load_All_Assets ();
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//
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// Create the display object
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//
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DisplayObj = new DecorationPhysClass;
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CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ());
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RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name);
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if (render_obj != NULL) {
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DisplayObj->Set_Model (render_obj);
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MEMBER_RELEASE (render_obj);
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DisplayObj->Set_Collision_Group (GAME_COLLISION_GROUP);
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DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (DisplayObj->Peek_Model (), 15);
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}
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//
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// Update the transforms of both objects
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//
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Set_Transform (m_Transform);
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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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EditorOnlyObjectNodeClass::Get_Factory (void) const
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{
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return _EditorOnlyObjNodePersistFactory;
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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 EditorOnlyObjectNodeClass &
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EditorOnlyObjectNodeClass::operator= (const EditorOnlyObjectNodeClass &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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EditorOnlyObjectNodeClass::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 (DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (DisplayObj);
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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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EditorOnlyObjectNodeClass::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 (DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (DisplayObj);
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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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EditorOnlyObjectNodeClass::Add_To_Scene (void)
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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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EditorOnlyObjectNodeClass::Remove_From_Scene (void)
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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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