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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:
272
Code/wwui/menubackdrop.cpp
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272
Code/wwui/menubackdrop.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 : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/menubackdrop.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/21/01 11:30a $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "menubackdrop.h"
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#include "scene.h"
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#include "camera.h"
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#include "ww3d.h"
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#include "assetmgr.h"
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#include "render2d.h"
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#include "light.h"
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#include "hanim.h"
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////////////////////////////////////////////////////////////////
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//
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// MenuBackDropClass
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//
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////////////////////////////////////////////////////////////////
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MenuBackDropClass::MenuBackDropClass (void) :
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Scene (NULL),
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Camera (NULL),
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Model (NULL),
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Anim (NULL),
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ClearScreen (true)
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{
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//
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// Create a scene to use for the background
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//
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Scene = new SimpleSceneClass;
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Scene->Set_Ambient_Light (Vector3(1, 1, 1));
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//
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// Create a single scene light
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//
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LightClass *light = new LightClass;
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if (light != NULL) {
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//
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// Configure the light
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//
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light->Set_Position (Vector3 (0, 0, 15000.0F));
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light->Set_Intensity (1.0F);
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light->Set_Force_Visible(true);
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light->Set_Flag (LightClass::NEAR_ATTENUATION, false);
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light->Set_Far_Attenuation_Range (1000000, 1000000);
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light->Set_Ambient(Vector3 (0,0,0));
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light->Set_Diffuse (Vector3 (1.0F, 1.0F, 1.0F));
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light->Set_Specular (Vector3 (1.0F, 1.0F, 1.0F));
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//
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// Add this light to the scene
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//
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Scene->Add_Render_Object (light);
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REF_PTR_RELEASE(light);
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}
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//
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// Create a camera to use in background-scene
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//
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Camera = new CameraClass();
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Camera->Set_Position (Vector3 (0, 0, 800));
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//
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// Configure the view plane
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//
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const RectClass &screen_size = Render2DClass::Get_Screen_Resolution ();
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float hfov = DEG_TO_RAD(45.0F);
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float vfov = (screen_size.Height () / screen_size.Width ()) * hfov;
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Camera->Set_View_Plane (hfov, vfov);
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//
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// Set the clip planes
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//
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Camera->Set_Clip_Planes (5.0F, 12000.0F);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~MenuBackDropClass
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//
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////////////////////////////////////////////////////////////////
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MenuBackDropClass::~MenuBackDropClass (void)
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{
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Remove_Model();
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REF_PTR_RELEASE (Camera);
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REF_PTR_RELEASE (Scene);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Render
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Render (void)
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{
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//
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// Simple render the scene
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//
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WW3D::Render (Scene, Camera, ClearScreen, ClearScreen);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_Model
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Set_Model (const char *name)
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{
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// Get rid of the old model.
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Remove_Model();
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//
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// Load the new model
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//
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Model = WW3DAssetManager::Get_Instance ()->Create_Render_Obj (name);
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if (Model != NULL) {
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//
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// Check to see if this model has a camera bone
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//
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int camera_bone_index = Model->Get_Bone_Index ("CAMERA");
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if (camera_bone_index > 0) {
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//
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// Convert the bone's transform into a camera transform
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//
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const Matrix3D &tm = Model->Get_Bone_Transform (camera_bone_index);
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Matrix3D cam_tm (Vector3 (0, -1, 0), Vector3 (0, 0, 1), Vector3 (-1, 0, 0), Vector3 (0, 0, 0));
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Matrix3D new_tm = tm * cam_tm;
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//
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// Set the camera's new transform
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//
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Camera->Set_Transform (new_tm);
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}
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//
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// Add the model to the scene
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//
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Scene->Add_Render_Object (Model);
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}
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//
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// Update the animation
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//
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Play_Animation ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Remove_Model
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Remove_Model (void)
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{
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if (Model != NULL) {
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Model->Remove();
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}
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REF_PTR_RELEASE (Model);
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REF_PTR_RELEASE (Anim);
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_Animation
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Set_Animation (const char *anim_name)
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{
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REF_PTR_RELEASE (Anim);
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AnimationName = anim_name;
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Play_Animation ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_Animation_Percentage
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Set_Animation_Percentage (float percent)
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{
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if ( Model != NULL && Anim != NULL ) {
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float frame = (float)(Anim->Get_Num_Frames()-1) * WWMath::Clamp( percent, 0, 1 );
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Model->Set_Animation (Anim, frame, RenderObjClass::ANIM_MODE_MANUAL);
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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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// Play_Animation
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//
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////////////////////////////////////////////////////////////////
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void
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MenuBackDropClass::Play_Animation (void)
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{
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if (Model == NULL) {
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return ;
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}
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if (AnimationName.Get_Length () > 0) {
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//
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// Play the animation on the background (if necessary)
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//
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REF_PTR_RELEASE (Anim);
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Anim = WW3DAssetManager::Get_Instance ()->Get_HAnim (AnimationName);
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if (Anim != NULL) {
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Model->Set_Animation (Anim, 0, RenderObjClass::ANIM_MODE_LOOP);
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}
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} else {
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//
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// Stop the animation
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//
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REF_PTR_RELEASE (Anim);
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Model->Set_Animation (NULL);
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}
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return ;
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}
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