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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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#include <stdlib.h>
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#include "HeadSpin.h"
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#include "plRandomCommandMod.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "plMessage/plAnimCmdMsg.h"
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#include "pnMessage/plEventCallbackMsg.h"
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#include "plgDispatch.h"
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#include "hsTimer.h"
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static const float kRandNormalize = 1.f / 32767.f;
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plRandomCommandMod::plRandomCommandMod()
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{
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fState = 0;
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fMode = kNormal;
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fCurrent = -1;
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fMinDelay = 0;
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fMaxDelay = 0;
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}
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plRandomCommandMod::~plRandomCommandMod()
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{
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}
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// return how many are left to choose from
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int plRandomCommandMod::IExcludeSelections(int ncmds)
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{
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if( fMode & kCoverall )
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{
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int nLeft = ncmds;
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fExcluded.SetBit(fCurrent);
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// Count how many haven't been played.
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int i;
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for( i = ncmds-1; i >= 0; --i )
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{
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if( fExcluded.IsBitSet(i) )
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nLeft--;
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}
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// If we're out of cmds, and OneCycle is set,
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// we're out of cmds until the next play.
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// Go ahead and reset for that.
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// If we're out and OneCycle isn't set, then go ahead
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// and set up for a new cycle.
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if( !nLeft )
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{
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fExcluded.Clear();
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if( fMode & kNoRepeats )
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fExcluded.SetBit(fCurrent);
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if( fMode & kOneCycle )
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return 0;
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nLeft = ncmds;
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if( ( fMode & kNoRepeats ) && ncmds > 1 )
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nLeft--;
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}
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return nLeft;
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}
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double currTime = hsTimer::GetSysSeconds();
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fExcluded.Clear();
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int i;
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for( i = 0; i < fEndTimes.GetCount(); i++ )
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{
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if( fEndTimes[i] > currTime )
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{
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ncmds--;
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fExcluded.SetBit(i);
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}
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}
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if( fMode & kNoRepeats )
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{
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ncmds--;
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fExcluded.SetBit(fCurrent);
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return ncmds;
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}
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return ncmds;
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}
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float plRandomCommandMod::IGetDelay(float len) const
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{
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float r = float(rand() * kRandNormalize);
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float delay = fMinDelay + (fMaxDelay - fMinDelay) * r;
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if( fMode & kDelayFromEnd )
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delay += len;
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if( delay < 0 )
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delay = fmodf(len, -delay);
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return delay;
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}
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bool plRandomCommandMod::ISelectNext(int ncmds)
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{
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if( fMode & kSequential )
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{
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if( ++fCurrent >= ncmds )
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{
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if( fMode & kOneCycle )
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{
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fCurrent = -1;
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return false;
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}
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fCurrent = 0;
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}
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return true;
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}
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float r = float(rand() * kRandNormalize);
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int nSelect = ncmds;
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if( fCurrent >= 0 )
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nSelect = IExcludeSelections(ncmds);
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if( !nSelect )
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return false;
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int nth = int(r * (float(nSelect)-1.e-3f));
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int iNext = 0;
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int i;
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for( i = 0; i < ncmds; i++ )
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{
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if( !fExcluded.IsBitSet(i) )
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{
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if( !nth-- )
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{
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iNext = i;
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break;
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}
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}
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}
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fCurrent = iNext;
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return true;
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}
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void plRandomCommandMod::IStart()
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{
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if( !IStopped() )
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return;
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fState &= ~kStopped;
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IPlayNextIfMaster();
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}
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void plRandomCommandMod::IStop()
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{
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fState |= kStopped;
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}
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void plRandomCommandMod::IPlayNextIfMaster()
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{
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if( !fTarget )
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IRetry(2.f);
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if( fTarget->IsLocallyOwned() == plSynchedObject::kNo ) // if this object is a proxy, it should just wait for network cmds
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return;
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if( IStopped() )
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return;
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IPlayNext();
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}
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bool plRandomCommandMod::MsgReceive(plMessage* msg)
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{
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// plAnimCmdMsg - interpret start/stop appropriately.
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// could overinterpret set loop points to limit range of
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// cmds we use to a window of the total set.
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plAnimCmdMsg* anim = plAnimCmdMsg::ConvertNoRef(msg);
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if( anim )
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{
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if( anim->GetSender() != GetKey() )
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{
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#if 0
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hsStatusMessageF("someone triggered me, remote=%d\n",
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msg->HasBCastFlag(plMessage::kNetNonLocal));
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#endif
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if( anim->Cmd(plAnimCmdMsg::kContinue) )
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IStart();
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if( anim->Cmd(plAnimCmdMsg::kStop) )
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IStop();
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if( anim->Cmd(plAnimCmdMsg::kToggleState) )
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{
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if( IStopped() )
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IStart();
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else
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IStop();
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}
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}
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else
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{
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#if 0
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hsStatusMessageF("play next if master, remote=%d\n",
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msg->HasBCastFlag(plMessage::kNetNonLocal));
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#endif
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IPlayNextIfMaster();
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}
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return true;
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}
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// Don't understand, pass on to base class.
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return plSingleModifier::MsgReceive(msg);
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}
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void plRandomCommandMod::IReset()
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{
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fCurrent = -1;
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fExcluded.Clear();
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if( !IStopped() )
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IRetry(0);
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}
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void plRandomCommandMod::Read(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Read(s, mgr);
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fMode = s->ReadByte();
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fState = s->ReadByte();
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fMinDelay = s->ReadLEScalar();
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fMaxDelay = s->ReadLEScalar();
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IReset();
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}
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void plRandomCommandMod::Write(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Write(s, mgr);
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s->WriteByte(fMode);
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s->WriteByte(fState);
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s->WriteLEScalar(fMinDelay);
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s->WriteLEScalar(fMaxDelay);
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}
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void plRandomCommandMod::IRetry(float secs)
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{
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IStop();
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double t = hsTimer::GetSysSeconds() + secs;
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plAnimCmdMsg* msg = new plAnimCmdMsg(nil, GetKey(), &t);
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msg->SetCmd(plAnimCmdMsg::kContinue);
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plgDispatch::MsgSend(msg);
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}
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