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Initial commit of Command & Conquer Renegade source code.
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145
Code/wwphys/physstaticsavesystem.cpp
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145
Code/wwphys/physstaticsavesystem.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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/physstaticsavesystem.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/29/00 3:58p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "physstaticsavesystem.h"
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#include "wwphysids.h"
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#include "pscene.h"
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#include "pathfind.h"
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#include "chunkio.h"
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#include "wwmemlog.h"
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#include "saveload.h"
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#include "rendobj.h"
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#include "phys.h"
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/*
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** Instantiate the Physics Static-Data-Save-Systems
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*/
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PhysStaticDataSaveSystemClass _PhysStaticDataSaveSystem;
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PhysStaticObjectsSaveSystemClass _PhysStaticObjectsSaveSystem;
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/**************************************************************************************
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**
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** PhysStaticDataSaveSystemClass Implementation
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**
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**************************************************************************************/
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uint32 PhysStaticDataSaveSystemClass::Chunk_ID(void) const
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{
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return PHYSICS_CHUNKID_STATIC_DATA_SUBSYSTEM;
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}
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bool PhysStaticDataSaveSystemClass::Save(ChunkSaveClass &csave)
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{
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WWMEMLOG(MEM_GAMEDATA);
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csave.Begin_Chunk(PSDSSC_CHUNKID_SCENE);
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PhysicsSceneClass::Get_Instance()->Save_Level_Static_Data(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(PSDSSC_CHUNKID_PATHFIND);
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PathfindClass::Get_Instance()->Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool PhysStaticDataSaveSystemClass::Load(ChunkLoadClass &cload)
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{
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WWMEMLOG(MEM_GAMEDATA);
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while (cload.Open_Chunk()) {
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switch (cload.Cur_Chunk_ID())
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{
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case PSDSSC_CHUNKID_SCENE:
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PhysicsSceneClass::Get_Instance()->Load_Level_Static_Data(cload);
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break;
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case PSDSSC_CHUNKID_PATHFIND:
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PathfindClass::Get_Instance()->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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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void PhysStaticDataSaveSystemClass::On_Post_Load(void)
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{
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PhysicsSceneClass::Get_Instance()->Post_Load_Level_Static_Data();
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//PathfindClass::Get_Instance()->On_Post_Load();
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}
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/**************************************************************************************
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**
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** PhysStaticObjectsSaveSystemClass Implementation
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**
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**************************************************************************************/
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uint32 PhysStaticObjectsSaveSystemClass::Chunk_ID(void) const
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{
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return PHYSICS_CHUNKID_STATIC_OBJECTS_SUBSYSTEM;
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}
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bool PhysStaticObjectsSaveSystemClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(PSOSSC_CHUNKID_SCENE);
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PhysicsSceneClass::Get_Instance()->Save_Level_Static_Objects(csave);
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csave.End_Chunk();
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return true;
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}
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bool PhysStaticObjectsSaveSystemClass::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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{
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case PSOSSC_CHUNKID_SCENE:
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PhysicsSceneClass::Get_Instance()->Load_Level_Static_Objects(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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void PhysStaticObjectsSaveSystemClass::On_Post_Load(void)
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{
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PhysicsSceneClass::Get_Instance()->Post_Load_Level_Static_Objects();
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}
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