2023-05-27 08:10:42 +00:00
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/*
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** serializer.cpp
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** Savegame wrapper around RapidJSON
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christoph Oelckers
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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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// The #defines here *MUST* match serializer.cpp, or we will get countless strange errors.
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#define RAPIDJSON_48BITPOINTER_OPTIMIZATION 0 // disable this insanity which is bound to make the code break over time.
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#define RAPIDJSON_HAS_CXX11_RVALUE_REFS 1
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#define RAPIDJSON_HAS_CXX11_RANGE_FOR 1
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#define RAPIDJSON_PARSE_DEFAULT_FLAGS kParseFullPrecisionFlag
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2023-09-23 07:56:27 +00:00
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#include <miniz.h>
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2023-05-27 08:10:42 +00:00
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#include "rapidjson/rapidjson.h"
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#include "rapidjson/writer.h"
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#include "rapidjson/prettywriter.h"
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#include "rapidjson/document.h"
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#include "serializer_raze.h"
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#include "states.h"
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#include "actorinfo.h"
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#include "printf.h"
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#include "utf8.h"
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2023-05-27 08:33:04 +00:00
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#include "coreactor.h"
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2023-05-27 08:10:42 +00:00
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#include "serializer_internal.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSerializer &FRazeSerializer::Sprite(const char *key, int32_t &spritenum, int32_t *def)
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{
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#if 0
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if (isWriting())
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{
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if (w->inObject() && def != nullptr && *def == spritenum) return *this;
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WriteKey(key);
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w->String(sprites[spritenum].name);
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}
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else
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{
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auto val = r->FindKey(key);
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if (val != nullptr)
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{
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if (val->IsString())
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{
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FName name = val->GetString();
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for (auto hint = NumStdSprites; hint-- != 0; )
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{
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if (sprites[hint].dwName == name)
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{
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spritenum = hint;
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break;
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}
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}
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}
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}
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}
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#endif
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return *this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSerializer& FRazeSerializer::StatePointer(const char* key, void* ptraddr, bool *res)
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{
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if (isWriting())
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{
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if (res) *res = true;
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(*this)(key, *(FState**)ptraddr);
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}
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else
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{
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::Serialize(*this, key, *(FState**)ptraddr, nullptr, res);
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}
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return *this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor *&clst, PClassActor **def)
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{
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if (arc.isWriting())
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{
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if (!arc.w->inObject() || def == nullptr || clst != *def)
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{
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arc.WriteKey(key);
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if (clst == nullptr)
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{
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arc.w->Null();
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}
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else
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{
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arc.w->String(clst->TypeName.GetChars());
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}
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}
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}
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else
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{
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auto val = arc.r->FindKey(key);
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if (val != nullptr)
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{
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assert(val->IsString() || val->IsNull());
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if (val->IsString())
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{
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clst = PClass::FindActor(UnicodeToString(val->GetString()));
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}
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else if (val->IsNull())
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{
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clst = nullptr;
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}
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else
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{
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Printf(TEXTCOLOR_RED "string type expected for '%s'\n", key);
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clst = nullptr;
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arc.mErrors++;
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}
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}
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}
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return arc;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode)
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{
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#if 0
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if (retcode) *retcode = false;
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if (arc.isWriting())
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{
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if (!arc.w->inObject() || def == nullptr || state != *def)
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{
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if (retcode) *retcode = true;
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arc.WriteKey(key);
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if (state == nullptr)
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{
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arc.w->Null();
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}
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else
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{
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PClassActor *info = FState::StaticFindStateOwner(state);
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if (info != NULL)
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{
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arc.w->StartArray();
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arc.w->String(info->TypeName.GetChars());
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arc.w->Uint((uint32_t)(state - info->GetStates()));
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arc.w->EndArray();
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}
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else
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{
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arc.w->Null();
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}
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}
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}
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}
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else
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{
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auto val = arc.r->FindKey(key);
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if (val != nullptr)
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{
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if (val->IsNull())
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{
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if (retcode) *retcode = true;
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state = nullptr;
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}
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else if (val->IsArray())
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{
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if (retcode) *retcode = true;
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const rapidjson::Value &cls = (*val)[0];
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const rapidjson::Value &ndx = (*val)[1];
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state = nullptr;
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assert(cls.IsString() && ndx.IsUint());
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if (cls.IsString() && ndx.IsUint())
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{
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PClassActor *clas = PClass::FindActor(UnicodeToString(cls.GetString()));
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if (clas && ndx.GetUint() < (unsigned)clas->GetStateCount())
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{
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state = clas->GetStates() + ndx.GetUint();
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}
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else
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{
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// this can actually happen by changing the DECORATE so treat it as a warning, not an error.
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state = nullptr;
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Printf(TEXTCOLOR_ORANGE "Invalid state '%s+%d' for '%s'\n", cls.GetString(), ndx.GetInt(), key);
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}
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}
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else
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{
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assert(false && "not a state");
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Printf(TEXTCOLOR_RED "data does not represent a state for '%s'\n", key);
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arc.mErrors++;
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}
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}
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else if (!retcode)
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{
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assert(false && "not an array");
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Printf(TEXTCOLOR_RED "array type expected for '%s'\n", key);
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arc.mErrors++;
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}
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}
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}
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#endif
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return arc;
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}
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