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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plPythonParameter_h_inc
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#define plPythonParameter_h_inc
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#include "pnKeyedObject/plKey.h"
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#include "hsResMgr.h"
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//
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// This is the data for the parameters (or attributes) for the PythonFile components
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//
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// What is in the records is the id of the attribute and its value
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//
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// NOTE: Lists of values for parameters will have a specific type that means list
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// however, the list of values will not be in one record but many records, with
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// the fID being the same.
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//
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typedef struct plPythonParameter
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{
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public:
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// this is a unique (within one Python mod) id for this parameter
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int32_t fID;
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// then comes the value, which is a type followed by the data
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enum valueType
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{
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kInt=1,
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kFloat,
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kbool,
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kString,
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kSceneObject,
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kSceneObjectList,
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kActivatorList,
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kResponderList,
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kDynamicText,
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kGUIDialog,
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kExcludeRegion,
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kAnimation,
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kAnimationName,
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kBehavior,
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kMaterial,
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kGUIPopUpMenu,
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kGUISkin,
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kWaterComponent,
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kSwimCurrentInterface,
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kClusterComponentList,
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kMaterialAnimation,
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kGrassShaderComponent,
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kNone
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};
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int32_t fValueType; // what type of value (dataType enum)
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// the data of the value
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union
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{
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int32_t fIntNumber;
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float fFloatNumber;
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bool fBool;
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} datarecord;
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plKey fObjectKey; // the plKey of the scene object (should be part of the union, but unions don't allow complex types)
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plString fString;
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plPythonParameter()
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{
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fID = 0;
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fValueType = kNone;
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}
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plPythonParameter(int32_t id)
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{
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fID = id;
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fValueType = kNone;
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}
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plPythonParameter& operator=(const plPythonParameter& other)
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{
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return Copy(other);
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}
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// copy constructor
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plPythonParameter(const plPythonParameter& other)
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{
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fID = 0;
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fValueType = kNone;
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Copy(other);
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}
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plPythonParameter& Copy(const plPythonParameter& other)
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{
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fID = other.fID;
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switch ( other.fValueType )
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{
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case kInt:
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SetToInt(other.datarecord.fIntNumber);
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break;
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case kFloat:
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SetToFloat(other.datarecord.fFloatNumber);
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break;
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case kbool:
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SetTobool(other.datarecord.fBool);
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break;
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case kString:
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SetToString(other.fString);
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break;
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case kSceneObject:
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SetToSceneObject(other.fObjectKey);
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break;
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case kSceneObjectList:
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SetToSceneObject(other.fObjectKey,true);
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break;
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case kActivatorList:
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SetToActivator(other.fObjectKey);
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break;
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case kResponderList:
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SetToResponder(other.fObjectKey);
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break;
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case kDynamicText:
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SetToDynamicText(other.fObjectKey);
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break;
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case kGUIDialog:
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SetToGUIDialog(other.fObjectKey);
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break;
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case kExcludeRegion:
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SetToExcludeRegion(other.fObjectKey);
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break;
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case kAnimation:
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SetToAnimation(other.fObjectKey);
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break;
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case kAnimationName:
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SetToAnimationName(other.fString);
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break;
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case kBehavior:
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SetToBehavior(other.fObjectKey);
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break;
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case kMaterial:
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SetToMaterial(other.fObjectKey);
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break;
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case kGUIPopUpMenu:
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SetToGUIPopUpMenu(other.fObjectKey);
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break;
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case kGUISkin:
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SetToGUISkin(other.fObjectKey);
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break;
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case kWaterComponent:
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SetToWaterComponent(other.fObjectKey);
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break;
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case kSwimCurrentInterface:
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SetToSwimCurrentInterface(other.fObjectKey);
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break;
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case kClusterComponentList:
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SetToClusterComponent(other.fObjectKey);
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break;
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case kMaterialAnimation:
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SetToMaterialAnimation(other.fObjectKey);
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break;
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case kGrassShaderComponent:
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SetToGrassShaderComponent(other.fObjectKey);
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break;
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}
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return *this;
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}
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~plPythonParameter()
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{
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SetToNone();
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}
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void SetToNone()
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{
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fValueType = kNone;
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}
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void SetToInt(int32_t number)
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{
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SetToNone();
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fValueType = kInt;
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datarecord.fIntNumber = number;
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}
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void SetToFloat(float number)
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{
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SetToNone();
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fValueType = kFloat;
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datarecord.fFloatNumber = number;
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}
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void SetTobool(bool state)
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{
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SetToNone();
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fValueType = kbool;
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datarecord.fBool = state;
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}
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void SetToString(const plString& string)
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{
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SetToNone();
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fValueType = kString;
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fString = string;
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}
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void SetToSceneObject(plKey key, bool list=false)
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{
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SetToNone();
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if (list)
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fValueType = kSceneObjectList;
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else
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fValueType = kSceneObject;
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fObjectKey = key;
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}
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void SetToActivator(plKey key)
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{
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SetToNone();
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fValueType = kActivatorList;
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fObjectKey = key;
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}
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void SetToResponder(plKey key)
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{
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SetToNone();
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fValueType = kResponderList;
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fObjectKey = key;
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}
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void SetToDynamicText(plKey key)
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{
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SetToNone();
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fValueType = kDynamicText;
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fObjectKey = key;
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}
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void SetToGUIDialog(plKey key)
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{
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SetToNone();
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fValueType = kGUIDialog;
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fObjectKey = key;
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}
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void SetToExcludeRegion(plKey key)
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{
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SetToNone();
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fValueType = kExcludeRegion;
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fObjectKey = key;
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}
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void SetToWaterComponent(plKey key)
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{
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SetToNone();
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fValueType = kWaterComponent;
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fObjectKey = key;
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}
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void SetToSwimCurrentInterface(plKey key)
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{
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SetToNone();
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fValueType = kSwimCurrentInterface;
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fObjectKey = key;
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}
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void SetToAnimation(plKey key)
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{
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SetToNone();
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fValueType = kAnimation;
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fObjectKey = key;
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}
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void SetToAnimationName(const plString& string)
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{
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SetToNone();
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fValueType = kAnimationName;
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fString = string;
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}
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void SetToBehavior(plKey key)
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{
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SetToNone();
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fValueType = kBehavior;
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fObjectKey = key;
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}
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void SetToMaterial(plKey key)
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{
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SetToNone();
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fValueType = kMaterial;
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fObjectKey = key;
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}
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void SetToGUIPopUpMenu(plKey key)
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{
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SetToNone();
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fValueType = kGUIPopUpMenu;
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fObjectKey = key;
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}
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void SetToGUISkin(plKey key)
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{
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SetToNone();
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fValueType = kGUISkin;
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fObjectKey = key;
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}
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void SetToClusterComponent(plKey key)
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{
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SetToNone();
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fValueType = kClusterComponentList;
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fObjectKey = key;
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}
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void SetToMaterialAnimation(plKey key)
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{
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SetToNone();
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fValueType = kMaterialAnimation;
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fObjectKey = key;
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}
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void SetToGrassShaderComponent(plKey key)
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{
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SetToNone();
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fValueType = kGrassShaderComponent;
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fObjectKey = key;
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}
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// read and write routines for export and reading in at runtime
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void Read(hsStream *stream, hsResMgr* mgr)
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{
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SetToNone();
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fID = stream->ReadLE32();
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fValueType = stream->ReadLE32();
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// read the different types of data
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int count;
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switch ( fValueType )
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{
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case kInt:
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datarecord.fIntNumber = stream->ReadLE32();
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break;
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case kFloat:
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stream->ReadLE(&datarecord.fFloatNumber);
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break;
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case kbool:
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datarecord.fBool = stream->ReadLE32();
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break;
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case kString:
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case kAnimationName:
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count = stream->ReadLE32();
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if ( count != 0 )
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{
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plStringBuffer<char> str;
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char *buffer = str.CreateWritableBuffer(count-1);
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stream->ReadLE(count, buffer);
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buffer[count-1] = 0;
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fString = str;
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}
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else
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fString = plString::Null;
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break;
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case kSceneObject:
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case kSceneObjectList:
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case kActivatorList:
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case kResponderList:
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case kDynamicText:
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case kGUIDialog:
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case kExcludeRegion:
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case kAnimation:
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case kBehavior:
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case kMaterial:
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case kGUIPopUpMenu:
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case kGUISkin:
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case kWaterComponent:
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case kSwimCurrentInterface:
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case kClusterComponentList:
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case kMaterialAnimation:
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case kGrassShaderComponent:
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fObjectKey = mgr->ReadKey(stream);
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break;
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}
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}
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void Write(hsStream * stream, hsResMgr* mgr)
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{
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int count;
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stream->WriteLE32(fID);
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stream->WriteLE32(fValueType);
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switch ( fValueType )
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{
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case kInt:
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|
stream->WriteLE32(datarecord.fIntNumber);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case kFloat:
|
|
|
|
stream->WriteLE(datarecord.fFloatNumber);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case kbool:
|
|
|
|
stream->WriteLE32(datarecord.fBool);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case kString:
|
|
|
|
case kAnimationName:
|
|
|
|
if ( !fString.IsNull() )
|
|
|
|
count = fString.GetSize()+1;
|
|
|
|
else
|
|
|
|
count = 0;
|
|
|
|
stream->WriteLE(count);
|
|
|
|
stream->WriteLE(count, fString.c_str());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case kSceneObject:
|
|
|
|
case kSceneObjectList:
|
|
|
|
case kActivatorList:
|
|
|
|
case kResponderList:
|
|
|
|
case kDynamicText:
|
|
|
|
case kGUIDialog:
|
|
|
|
case kExcludeRegion:
|
|
|
|
case kAnimation:
|
|
|
|
case kBehavior:
|
|
|
|
case kMaterial:
|
|
|
|
case kGUIPopUpMenu:
|
|
|
|
case kGUISkin:
|
|
|
|
case kWaterComponent:
|
|
|
|
case kSwimCurrentInterface:
|
|
|
|
case kClusterComponentList:
|
|
|
|
case kMaterialAnimation:
|
|
|
|
case kGrassShaderComponent:
|
|
|
|
mgr->WriteKey(stream, fObjectKey);
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} plPythonParameter;
|
|
|
|
|
|
|
|
#endif // plPythonParameter_h_inc
|