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.
239 lines
5.8 KiB
C++
239 lines
5.8 KiB
C++
#include "MW4Headers.hpp"
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#include "EffectGenerator.hpp"
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#include <Adept\Effect.hpp>
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#include <Adept\Map.hpp>
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#include <Adept\Mission.hpp>
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//#############################################################################
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//############################### EffectGenerator #######################
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//#############################################################################
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EffectGenerator::ClassData*
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EffectGenerator::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::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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EffectGeneratorClassID,
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"MechWarrior4::EffectGenerator",
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Entity::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel
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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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EffectGenerator::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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EffectGenerator*
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EffectGenerator::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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EffectGenerator *new_entity =
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new EffectGenerator(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::ClearAllEffects()
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{
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Check_Object(this);
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ChainIteratorOf<Adept::Effect *> citr(&effectChain);
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citr.First();
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Adept::Effect *eft;
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while((eft=citr.ReadAndNext())!=NULL)
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{
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eft->SentenceToDeathRow();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EffectGenerator::~EffectGenerator()
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{
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DESTRUCTOR("EffectGenerator");
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Check_Object(this);
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ClearAllEffects();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EffectGenerator::EffectGenerator(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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Entity(class_data, message, base_id, element),
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effectChain(NULL)
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{
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Check_Pointer(this);
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Check_Object(message);
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effectResourceID = message->effectResourceID;
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m_nightOnly=message->m_nightOnly;
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m_randomizeTime=message->m_randomizeTime;
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nextDelay=timeDelay=message->timeDelay;
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replay=true;
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shouldCreateEffect = false;
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lastParameterization = gos_GetElapsedTime();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::PreCollisionExecute(Stuff::Time till)
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{
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Check_Object(this);
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Check_Object(executionState);
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PRECOLLISION_LOGIC("EffectGenerator");
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if(!(m_nightOnly && !Mission::GetInstance()->m_isNightMission))
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{
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if((GetTimeParameter(till) > nextDelay) || (shouldCreateEffect))
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{
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shouldCreateEffect = true;
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lastParameterization = gos_GetElapsedTime();
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UsePostCollision();
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}
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}
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Entity::PreCollisionExecute(till);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::PostCollisionExecute(Stuff::Time till)
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{
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Check_Object(this);
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POSTCOLLISION_LOGIC("EffectGenerator");
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if(shouldCreateEffect)
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{
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shouldCreateEffect = false;
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CreateEffect();
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if(m_randomizeTime)
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if(timeDelay>1.0)
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nextDelay=(Stuff::Random::GetFraction()*(timeDelay-1.0f))+1.0f;
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else
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nextDelay=Stuff::Random::GetFraction();
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}
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Entity::PostCollisionExecute(till);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::PlayEffect()
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{
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Check_Object(this);
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ClearAllEffects();
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replay = true;
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shouldCreateEffect = true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::KillEffect()
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{
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Check_Object(this);
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ClearAllEffects();
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replay=false;
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shouldCreateEffect = false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::CreateEffect()
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{
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Check_Object(this);
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if(!replay) return;
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if(effectResourceID == ResourceID::Null)
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return;
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Resource resource(effectResourceID);
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Verify(resource.DoesResourceExist());
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ClassID class_ID;
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class_ID = Entity::GetClassIDFromDataListID(effectResourceID);
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Verify(class_ID != NullClassID);
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Effect::CreateMessage effect_create_message(
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sizeof(Effect::CreateMessage),
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DefaultEventPriority,
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Entity::CreateMessage::DefaultFlags,
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class_ID,
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Effect::DefaultFlags,
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effectResourceID,
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GetLocalToWorld(),
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0.0f,
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Entity::ExecutionStateEngine::AlwaysExecuteState,
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NameTable::NullObjectID,
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Entity::DefaultAlignment
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);
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MemoryStream stream(&effect_create_message, effect_create_message.messageLength);
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ReplicatorID effect_rep_id = Connection::Hermit->GetNextReplicatorID();
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Effect *effect;
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effect = Cast_Object(Effect *,Entity::CreateEntity(&stream, &effect_rep_id, false));
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Check_Object(effect);
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Check_Object(Map::GetInstance());
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if(effect->IsLooped()) replay=false;
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Map::GetInstance()->AddChild(effect);
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effectChain.Add(effect);
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effect->SyncMatrices(true);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EffectGenerator::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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} |