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https://github.com/ZDoom/gzdoom.git
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92d54ca0fc
once in the level struct and then use that for sectors with a NULL skybox. This fixes zpack's E2M3 so that when it removes its sector stacks, you will get the default skybox in their place, since stacked sectors and skyboxes use the same pointers in a sector. SVN r4224 (trunk)
249 lines
6.4 KiB
C++
249 lines
6.4 KiB
C++
/*
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** a_skies.cpp
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** Skybox-related actors
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "farchive.h"
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// arg0 = Visibility*4 for this skybox
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IMPLEMENT_POINTY_CLASS (ASkyViewpoint)
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DECLARE_POINTER(Mate)
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END_POINTERS
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// If this actor has no TID, make it the default sky box
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void ASkyViewpoint::BeginPlay ()
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{
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Super::BeginPlay ();
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if (tid == 0 && level.DefaultSkybox == NULL)
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{
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level.DefaultSkybox = this;
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}
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}
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void ASkyViewpoint::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << bInSkybox << bAlways << Mate;
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}
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void ASkyViewpoint::Destroy ()
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{
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// remove all sector references to ourselves.
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for (int i = 0; i <numsectors; i++)
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{
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if (sectors[i].FloorSkyBox == this)
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{
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sectors[i].FloorSkyBox = NULL;
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}
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if (sectors[i].CeilingSkyBox == this)
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{
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sectors[i].CeilingSkyBox = NULL;
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}
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}
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if (level.DefaultSkybox == this)
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{
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level.DefaultSkybox = NULL;
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}
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Super::Destroy();
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}
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// For an RR compatible linedef based definition. This searches the viewpoint's sector
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// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
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class ASkyCamCompat : public ASkyViewpoint
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{
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DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ASkyCamCompat)
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extern FTextureID skyflatnum;
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void ASkyCamCompat::BeginPlay ()
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{
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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Sector = P_PointInSector(x, y);
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}
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if (Sector)
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{
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line_t * refline = NULL;
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for (short i = 0; i < Sector->linecount; i++)
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{
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refline = Sector->lines[i];
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if (refline->special == Sector_SetPortal && refline->args[1] == 2)
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{
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// We found the setup linedef for this skybox, so let's use it for our init.
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int skybox_id = refline->args[0];
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// Then, change the alpha
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alpha = refline->args[4];
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// Finally, skyboxify all tagged sectors
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// This involves changing their texture to the sky flat, because while
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// EE works with any texture for its skybox portals, ZDoom doesn't.
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for (int secnum =-1; (secnum = P_FindSectorFromTag (skybox_id, secnum)) != -1; )
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{
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// plane: 0=floor, 1=ceiling, 2=both
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if (refline->args[2] == 1 || refline->args[2] == 2)
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{
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sectors[secnum].CeilingSkyBox = this;
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sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false);
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}
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if (refline->args[2] == 0 || refline->args[2] == 2)
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{
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sectors[secnum].FloorSkyBox = this;
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sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false);
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}
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}
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}
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}
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}
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// Do not call the SkyViewpoint's super method because it would trash our setup
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AActor::BeginPlay();
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}
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//---------------------------------------------------------------------------
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// arg0 = tid of matching SkyViewpoint
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// A value of 0 means to use a regular stretched texture, in case
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// there is a default SkyViewpoint in the level.
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//
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// arg1 = 0: set both floor and ceiling skybox
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// = 1: set only ceiling skybox
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// = 2: set only floor skybox
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class ASkyPicker : public AActor
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{
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DECLARE_CLASS (ASkyPicker, AActor)
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public:
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void PostBeginPlay ();
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};
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IMPLEMENT_CLASS (ASkyPicker)
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void ASkyPicker::PostBeginPlay ()
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{
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ASkyViewpoint *box;
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Super::PostBeginPlay ();
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if (args[0] == 0)
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{
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box = NULL;
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}
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else
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{
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TActorIterator<ASkyViewpoint> iterator (args[0]);
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box = iterator.Next ();
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}
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if (box == NULL && args[0] != 0)
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{
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Printf ("Can't find SkyViewpoint %d for sector %td\n",
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args[0], Sector - sectors);
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}
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else
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{
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if (0 == (args[1] & 2))
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{
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Sector->CeilingSkyBox = box;
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}
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if (0 == (args[1] & 1))
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{
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Sector->FloorSkyBox = box;
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}
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}
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Destroy ();
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}
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//---------------------------------------------------------------------------
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// Stacked sectors.
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// arg0 = opacity of plane; 0 = invisible, 255 = fully opaque
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IMPLEMENT_CLASS (AStackPoint)
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void AStackPoint::BeginPlay ()
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{
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// Skip SkyViewpoint's initialization
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AActor::BeginPlay ();
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bAlways = true;
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}
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//---------------------------------------------------------------------------
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class ASectorSilencer : public AActor
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{
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DECLARE_CLASS (ASectorSilencer, AActor)
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public:
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void BeginPlay ();
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void Destroy ();
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};
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IMPLEMENT_CLASS (ASectorSilencer)
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void ASectorSilencer::BeginPlay ()
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{
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Super::BeginPlay ();
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Sector->Flags |= SECF_SILENT;
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}
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void ASectorSilencer::Destroy ()
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{
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Sector->Flags &= ~SECF_SILENT;
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Super::Destroy ();
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}
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class ASectorFlagSetter : public AActor
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{
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DECLARE_CLASS (ASectorFlagSetter, AActor)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ASectorFlagSetter)
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void ASectorFlagSetter::BeginPlay ()
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{
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Super::BeginPlay ();
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Sector->Flags |= args[0];
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}
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