mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-02 16:42:19 +00:00
384 lines
9.6 KiB
C++
384 lines
9.6 KiB
C++
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/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "entity.h"
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#include "ifilter.h"
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#include "selectable.h"
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#include "namespace.h"
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#include "scenelib.h"
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#include "entitylib.h"
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#include "eclasslib.h"
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#include "pivot.h"
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#include "targetable.h"
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#include "uniquenames.h"
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#include "namekeys.h"
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#include "stream/stringstream.h"
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#include "filters.h"
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#include "miscmodel.h"
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#include "light.h"
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#include "group.h"
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#include "eclassmodel.h"
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#include "generic.h"
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#include "doom3group.h"
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EGameType g_gameType;
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inline scene::Node& entity_for_eclass(EntityClass* eclass)
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{
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if(classname_equal(eclass->name(), "misc_model")
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|| classname_equal(eclass->name(), "misc_gamemodel")
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|| classname_equal(eclass->name(), "model_static"))
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{
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return New_MiscModel(eclass);
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}
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else if(classname_equal(eclass->name(), "light")
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|| classname_equal(eclass->name(), "lightJunior"))
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{
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return New_Light(eclass);
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}
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if(!eclass->fixedsize)
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{
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if(g_gameType == eGameTypeDoom3)
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{
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return New_Doom3Group(eclass);
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}
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else
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{
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return New_Group(eclass);
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}
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}
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else if(!string_empty(eclass->modelpath()))
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{
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return New_EclassModel(eclass);
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}
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else
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{
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return New_GenericEntity(eclass);
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}
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}
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void Entity_setName(Entity& entity, const char* name)
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{
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entity.setKeyValue("name", name);
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}
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typedef ReferenceCaller1<Entity, const char*, Entity_setName> EntitySetNameCaller;
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inline Namespaced* Node_getNamespaced(scene::Node& node)
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{
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return NodeTypeCast<Namespaced>::cast(node);
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}
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inline scene::Node& node_for_eclass(EntityClass* eclass)
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{
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scene::Node& node = entity_for_eclass(eclass);
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Node_getEntity(node)->setKeyValue("classname", eclass->name());
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if(g_gameType == eGameTypeDoom3
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&& string_not_empty(eclass->name())
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&& !string_equal(eclass->name(), "worldspawn")
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&& !string_equal(eclass->name(), "UNKNOWN_CLASS"))
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{
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char buffer[1024];
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strcpy(buffer, eclass->name());
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strcat(buffer, "_1");
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GlobalNamespace().makeUnique(buffer, EntitySetNameCaller(*Node_getEntity(node)));
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}
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Namespaced* namespaced = Node_getNamespaced(node);
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if(namespaced != 0)
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{
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namespaced->setNamespace(GlobalNamespace());
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}
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return node;
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}
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EntityCreator::KeyValueChangedFunc EntityKeyValues::m_entityKeyValueChanged = 0;
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EntityCreator::KeyValueChangedFunc KeyValue::m_entityKeyValueChanged = 0;
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Counter* EntityKeyValues::m_counter = 0;
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bool g_showNames = true;
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bool g_showAngles = true;
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bool g_newLightDraw = true;
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bool g_lightRadii = false;
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class ConnectEntities
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{
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public:
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Entity* m_e1;
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Entity* m_e2;
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ConnectEntities(Entity* e1, Entity* e2) : m_e1(e1), m_e2(e2)
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{
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}
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void connect(const char* name)
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{
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m_e1->setKeyValue("target", name);
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m_e2->setKeyValue("targetname", name);
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}
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typedef MemberCaller1<ConnectEntities, const char*, &ConnectEntities::connect> ConnectCaller;
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};
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inline Entity* ScenePath_getEntity(const scene::Path& path)
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{
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Entity* entity = Node_getEntity(path.top());
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if(entity == 0)
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{
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entity = Node_getEntity(path.parent());
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}
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return entity;
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}
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class Quake3EntityCreator : public EntityCreator
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{
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public:
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scene::Node& createEntity(EntityClass* eclass)
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{
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return node_for_eclass(eclass);
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}
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void setKeyValueChangedFunc(KeyValueChangedFunc func)
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{
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EntityKeyValues::setKeyValueChangedFunc(func);
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}
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void setCounter(Counter* counter)
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{
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EntityKeyValues::setCounter(counter);
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}
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void connectEntities(const scene::Path& path, const scene::Path& targetPath)
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{
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Entity* e1 = ScenePath_getEntity(path);
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Entity* e2 = ScenePath_getEntity(targetPath);
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if(e1 == 0 || e2 == 0)
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{
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globalErrorStream() << "entityConnectSelected: both of the selected instances must be an entity\n";
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return;
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}
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if(e1 == e2)
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{
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globalErrorStream() << "entityConnectSelected: the selected instances must not both be from the same entity\n";
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return;
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}
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UndoableCommand undo("entityConnectSelected");
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if(g_gameType == eGameTypeDoom3)
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{
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StringOutputStream key(16);
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for(unsigned int i = 0; ; ++i)
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{
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key << "target";
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if(i != 0)
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{
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key << i;
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}
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const char* value = e1->getKeyValue(key.c_str());
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if(string_empty(value))
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{
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e1->setKeyValue(key.c_str(), e2->getKeyValue("name"));
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break;
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}
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key.clear();
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}
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}
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else
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{
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ConnectEntities connector(e1, e2);
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const char* value = e2->getKeyValue("targetname");
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if(string_empty(value))
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{
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value = e1->getKeyValue("target");
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}
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if(!string_empty(value))
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{
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connector.connect(value);
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}
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else
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{
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const char* type = e2->getKeyValue("classname");
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if(string_empty(type))
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{
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type = "t";
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}
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StringOutputStream key(64);
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key << type << "1";
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GlobalNamespace().makeUnique(key.c_str(), ConnectEntities::ConnectCaller(connector));
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}
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}
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SceneChangeNotify();
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}
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void setLightRadii(bool lightRadii)
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{
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g_lightRadii = lightRadii;
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}
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bool getLightRadii()
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{
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return g_lightRadii;
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}
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void setShowNames(bool showNames)
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{
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g_showNames = showNames;
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}
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bool getShowNames()
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{
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return g_showNames;
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}
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void setShowAngles(bool showAngles)
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{
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g_showAngles = showAngles;
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}
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bool getShowAngles()
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{
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return g_showAngles;
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}
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};
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Quake3EntityCreator g_Quake3EntityCreator;
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EntityCreator& GetEntityCreator()
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{
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return g_Quake3EntityCreator;
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}
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class filter_entity_classname : public EntityFilter
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{
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const char* m_classname;
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public:
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filter_entity_classname(const char* classname) : m_classname(classname)
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{
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}
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bool filter(const Entity& entity) const
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{
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return string_equal(entity.getKeyValue("classname"), m_classname);
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}
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};
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class filter_entity_classgroup : public EntityFilter
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{
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const char* m_classgroup;
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std::size_t m_length;
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public:
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filter_entity_classgroup(const char* classgroup) : m_classgroup(classgroup), m_length(string_length(m_classgroup))
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{
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}
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bool filter(const Entity& entity) const
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{
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return string_equal_n(entity.getKeyValue("classname"), m_classgroup, m_length);
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}
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};
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filter_entity_classname g_filter_entity_world("worldspawn");
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filter_entity_classname g_filter_entity_func_group("func_group");
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filter_entity_classname g_filter_entity_light("light");
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filter_entity_classname g_filter_entity_misc_model("misc_model");
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filter_entity_classgroup g_filter_entity_trigger("trigger_");
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filter_entity_classgroup g_filter_entity_path("path_");
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class filter_entity_doom3model : public EntityFilter
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{
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public:
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bool filter(const Entity& entity) const
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{
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return string_equal(entity.getKeyValue("classname"), "func_static")
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&& !string_equal(entity.getKeyValue("model"), entity.getKeyValue("name"));
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}
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};
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filter_entity_doom3model g_filter_entity_doom3model;
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void Entity_InitFilters()
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{
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add_entity_filter(g_filter_entity_world, EXCLUDE_WORLD);
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add_entity_filter(g_filter_entity_func_group, EXCLUDE_WORLD);
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add_entity_filter(g_filter_entity_world, EXCLUDE_ENT, true);
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add_entity_filter(g_filter_entity_trigger, EXCLUDE_TRIGGERS);
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add_entity_filter(g_filter_entity_misc_model, EXCLUDE_MODELS);
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add_entity_filter(g_filter_entity_doom3model, EXCLUDE_MODELS);
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add_entity_filter(g_filter_entity_light, EXCLUDE_LIGHTS);
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add_entity_filter(g_filter_entity_path, EXCLUDE_PATHS);
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}
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#include "preferencesystem.h"
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void Entity_Construct(EGameType gameType)
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{
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g_gameType = gameType;
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if(g_gameType == eGameTypeDoom3)
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{
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g_targetable_nameKey = "name";
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Static<KeyIsName>::instance().m_keyIsName = keyIsNameDoom3;
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Static<KeyIsName>::instance().m_nameKey = "name";
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}
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else
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{
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Static<KeyIsName>::instance().m_keyIsName = keyIsNameQuake3;
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Static<KeyIsName>::instance().m_nameKey = "targetname";
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}
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GlobalPreferenceSystem().registerPreference("SI_ShowNames", BoolImportStringCaller(g_showNames), BoolExportStringCaller(g_showNames));
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GlobalPreferenceSystem().registerPreference("SI_ShowAngles", BoolImportStringCaller(g_showAngles), BoolExportStringCaller(g_showAngles));
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GlobalPreferenceSystem().registerPreference("NewLightStyle", BoolImportStringCaller(g_newLightDraw), BoolExportStringCaller(g_newLightDraw));
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GlobalPreferenceSystem().registerPreference("LightRadiuses", BoolImportStringCaller(g_lightRadii), BoolExportStringCaller(g_lightRadii));
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Entity_InitFilters();
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LightType lightType = LIGHTTYPE_DEFAULT;
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if(g_gameType == eGameTypeRTCW)
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{
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lightType = LIGHTTYPE_RTCW;
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}
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else if(g_gameType == eGameTypeDoom3)
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{
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lightType = LIGHTTYPE_DOOM3;
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}
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Light_Construct(lightType);
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MiscModel_construct();
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Doom3Group_construct();
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RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture("$PIVOT");
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GlobalShaderCache().attachRenderable(StaticRenderableConnectionLines::instance());
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}
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void Entity_Destroy()
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{
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GlobalShaderCache().detachRenderable(StaticRenderableConnectionLines::instance());
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GlobalShaderCache().release("$PIVOT");
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Doom3Group_destroy();
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MiscModel_destroy();
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Light_Destroy();
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}
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