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Fix Player and CGZ marker games (Cherry picked from b4e1dc352e
)
Date: Thu Jan 19 00:59:56 2012 -0500 Fix player and CGZ marker games
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@ -151,6 +151,7 @@ void pfMarkerInfo::Show(bool show)
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plEnableMsg* msg = TRACKED_NEW plEnableMsg;
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plEnableMsg* msg = TRACKED_NEW plEnableMsg;
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msg->SetBCastFlag(plMessage::kPropagateToChildren);
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msg->SetBCastFlag(plMessage::kPropagateToChildren);
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msg->SetCmd(plEnableMsg::kDrawable);
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msg->SetCmd(plEnableMsg::kDrawable);
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msg->SetCmd(plEnableMsg::kPhysical);
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msg->SetCmd(show ? plEnableMsg::kEnable : plEnableMsg::kDisable);
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msg->SetCmd(show ? plEnableMsg::kEnable : plEnableMsg::kDisable);
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msg->SetSender(pfMarkerMgr::Instance()->GetKey());
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msg->SetSender(pfMarkerMgr::Instance()->GetKey());
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msg->Send(fKey);
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msg->Send(fKey);
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@ -263,4 +264,4 @@ void pfMarkerInfo::IPlaySound(bool place)
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msg->SetSender(pfMarkerMgr::Instance()->GetKey());
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msg->SetSender(pfMarkerMgr::Instance()->GetKey());
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msg->Send(ai->GetKey());
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msg->Send(ai->GetKey());
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}
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}
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}
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}
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@ -825,6 +825,7 @@ void plPXPhysical::ApplyHitForce()
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void plPXPhysical::ISetTransformGlobal(const hsMatrix44& l2w)
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void plPXPhysical::ISetTransformGlobal(const hsMatrix44& l2w)
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{
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{
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hsAssert(fActor->isDynamic(), "Shouldn't move a static actor");
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hsAssert(fActor->isDynamic(), "Shouldn't move a static actor");
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fActor->wakeUp();
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NxMat34 mat;
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NxMat34 mat;
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@ -996,15 +997,7 @@ plKey plPXPhysical::GetSceneNode() const
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void plPXPhysical::SetSceneNode(plKey newNode)
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void plPXPhysical::SetSceneNode(plKey newNode)
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{
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{
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#ifdef HS_DEBUGGING
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// Not Supported
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plKey oldNode = GetSceneNode();
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char msg[1024];
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if (newNode)
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sprintf(msg,"Physical object %s cannot change scenes. Already in %s, trying to switch to %s.",fObjectKey->GetName(),oldNode->GetName(),newNode->GetName());
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else
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sprintf(msg,"Physical object %s cannot change scenes. Already in %s, trying to switch to <nil key>.",fObjectKey->GetName(),oldNode->GetName());
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hsAssert(oldNode == newNode, msg);
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#endif // HS_DEBUGGING
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}
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}
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/////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////
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