Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
216 lines
5.1 KiB
C++
216 lines
5.1 KiB
C++
#include "AdeptHeaders.hpp"
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#include "LightComponent.hpp"
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#include "VideoHeaders.hpp"
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#include "LightManager.hpp"
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#include "Attribute.hpp"
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#include <ElementRenderer\LightElement.hpp>
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#include <MLR\MLRLight.hpp>
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//############################################################################
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//############################### LightComponent ################################
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//############################################################################
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//
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// Class Data Support
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//
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Component::ClassData*
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LightComponent::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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LightComponentClassID,
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"Adept::LightComponent",
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BaseClass::DefaultData,
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0,
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NULL
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LightComponent::LightComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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):
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VideoComponent(
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class_data,
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stream,
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owning_web,
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AllocateLight()
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)
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{
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Check_Object(this);
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//
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//---------------------
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// Get the gosFX number
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//---------------------
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//
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gos_PushCurrentHeap(MidLevelRenderer::LightsHeap);
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MidLevelRenderer::MLRLight *mlight =
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MidLevelRenderer::MLRLight::Make(
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stream,
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MidLevelRenderer::ReadMLRVersion(stream)
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);
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gos_PopCurrentHeap();
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Check_Object(mlight);
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gosFX::Light *glight =
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ElementRenderer::LightElementManager::Instance->MakeLight(mlight);
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ElementRenderer::LightElement *elight = GetElement();
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Check_Object(elight);
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elight->AdoptLight(glight);
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int attribute_id;
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*stream >> attribute_id;
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owningEntity = owning_web->GetEntity();
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Check_Object(owningEntity);
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Verify(attribute_id != -1);
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intensityAttribute = owningEntity->GetAttributeEntry(attribute_id);
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Check_Object(intensityAttribute);
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Verify(intensityAttribute->attributeType == ScalarClassID);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Element*
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LightComponent::AllocateLight()
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{
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//
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//---------------------
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// Get the gosFX number
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//---------------------
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//
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gos_PushCurrentHeap(ElementRenderer::LightElement::s_Heap);
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ElementRenderer::LightElement *light =
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new ElementRenderer::LightElement;
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gos_PopCurrentHeap();
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Check_Object(light);
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return light;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::SkipStreamData(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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BaseClass::SkipStreamData(stream);
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gos_PushCurrentHeap(MidLevelRenderer::LightsHeap);
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MidLevelRenderer::MLRLight *light =
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MidLevelRenderer::MLRLight::Make(
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stream,
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MidLevelRenderer::ReadMLRVersion(stream)
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);
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gos_PopCurrentHeap();
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delete light;
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int attribute_id;
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*stream >> attribute_id;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LightComponent*
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LightComponent::Create(
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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)
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{
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Check_Object(stream);
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Check_Object(owning_web);
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Component *component = DoesComponentExist(stream, owning_web);
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LightComponent *object;
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if (component)
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{
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object = static_cast<LightComponent*>(component);
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Check_Object(object);
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object->SkipStreamData(stream);
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}
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else
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{
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object = new LightComponent(DefaultData, stream, owning_web);
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Register_Object(object);
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}
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return object;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::Execute()
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{
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Check_Object(this);
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if(intensityAttribute)
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{
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ElementRenderer::LightElement *light = GetElement();
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Check_Object(light);
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gosFX::Light *gos_light = light->GetLight();
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Check_Object(gos_light);
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Scalar value;
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intensityAttribute->GetValue(owningEntity, &value);
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light->m_lightInfo.m_intensity = value;
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gos_light->ChangeLight(&light->m_lightInfo);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::ChannelChanged(Channel *channel)
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{
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Check_Object(this);
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Check_Object(channel);
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//
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//--------------------------
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// Get the new channel value
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//--------------------------
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//
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Check_Object(channel);
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ChannelOf<Scalar>* input = Cast_Object(ChannelOf<Scalar>*, channel);
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Scalar value = input->ReadChannel();
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//
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//--------------------------------
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// Use it to set the dimmer switch
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//--------------------------------
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//
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ElementRenderer::LightElement *light = GetElement();
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Check_Object(light);
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gosFX::Light *gos_light = light->GetLight();
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Check_Object(gos_light);
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light->m_lightInfo.m_intensity = value;
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gos_light->ChangeLight(&light->m_lightInfo);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LightComponent::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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