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@@ -47,42 +47,42 @@
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ImplementBitfieldType(GameTypeMasksType,
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"The type of animation effect to apply to this material.\n"
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"@ingroup GFX\n\n")
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-{ SceneObjectTypes::StaticObjectType, "StaticObjectType", "Static Objects.\n" },
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-{ SceneObjectTypes::EnvironmentObjectType, "EnvironmentObjectType" , "Objects considered part of the background or environment of a level.\n" },
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-{ SceneObjectTypes::TerrainObjectType, "TerrainObjectType" , "Terrain Objects.\n" },
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-{ SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
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-{ SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
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-{ SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
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-{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
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-{ SceneObjectTypes::ZoneObjectType, "ZoneObjectType", "zones.\n" },
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-{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
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-{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
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-{ SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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-{ SceneObjectTypes::GameBaseHiFiObjectType, "GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
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-{ SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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-{ SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
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-{ SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
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-{ SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
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-{ SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
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-{ SceneObjectTypes::VehicleBlockerObjectType, "VehicleBlockerObjectType", "\n" },
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-{ SceneObjectTypes::ProjectileObjectType, "ProjectileObjectType", "Projectiles.\n" },
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-{ SceneObjectTypes::ExplosionObjectType, "ExplosionObjectType", "Explosion and Effects.\n" },
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-{ SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
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-{ SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
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-{ SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
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-{ SceneObjectTypes::EntityObjectType, "EntityObjectType", "A generic entity.\n" },
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-{ SceneObjectTypes::InteriorLikeObjectType, "InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
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-{ SceneObjectTypes::TerrainLikeObjectType, "TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
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+{ SceneObjectTypes::StaticObjectType, "$TypeMasks::StaticObjectType", "Static Objects.\n" },
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+{ SceneObjectTypes::EnvironmentObjectType, "$TypeMasks::EnvironmentObjectType" , "Objects considered part of the background or environment of a level.\n" },
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+{ SceneObjectTypes::TerrainObjectType, "$TypeMasks::TerrainObjectType" , "Terrain Objects.\n" },
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+{ SceneObjectTypes::WaterObjectType, "$TypeMasks::WaterObjectType", "Water Objects.\n" },
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+{ SceneObjectTypes::TriggerObjectType, "$TypeMasks::TriggerObjectType", "Interactive Trigger Objects.\n" },
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+{ SceneObjectTypes::MarkerObjectType, "$TypeMasks::MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
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+{ SceneObjectTypes::LightObjectType, "$TypeMasks::LightObjectType", "Lights.\n" },
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+{ SceneObjectTypes::ZoneObjectType, "$TypeMasks::ZoneObjectType", "zones.\n" },
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+{ SceneObjectTypes::StaticShapeObjectType, "$TypeMasks::StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
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+{ SceneObjectTypes::DynamicShapeObjectType, "$TypeMasks::DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
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+{ SceneObjectTypes::GameBaseObjectType, "$TypeMasks::GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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+{ SceneObjectTypes::GameBaseHiFiObjectType, "$TypeMasks::GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
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+{ SceneObjectTypes::ShapeBaseObjectType, "$TypeMasks::ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
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+{ SceneObjectTypes::CameraObjectType, "$TypeMasks::CameraObjectType", "Camera Objects.\n" },
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+{ SceneObjectTypes::PlayerObjectType, "$TypeMasks::PlayerObjectType", "Player Objects.\n" },
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+{ SceneObjectTypes::ItemObjectType, "$TypeMasks::ItemObjectType", "Item Objects.\n" },
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+{ SceneObjectTypes::VehicleObjectType, "$TypeMasks::VehicleObjectType", "Any sort of Vehicle Object.\n" },
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+{ SceneObjectTypes::VehicleBlockerObjectType, "$TypeMasks::VehicleBlockerObjectType", "\n" },
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+{ SceneObjectTypes::ProjectileObjectType, "$TypeMasks::ProjectileObjectType", "Projectiles.\n" },
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+{ SceneObjectTypes::ExplosionObjectType, "$TypeMasks::ExplosionObjectType", "Explosion and Effects.\n" },
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+{ SceneObjectTypes::CorpseObjectType, "$TypeMasks::CorpseObjectType", "Corpses of controlled objects.\n" },
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+{ SceneObjectTypes::DebrisObjectType, "$TypeMasks::DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
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+{ SceneObjectTypes::PhysicalZoneObjectType, "$TypeMasks::PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
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+{ SceneObjectTypes::EntityObjectType, "$TypeMasks::EntityObjectType", "A generic entity.\n" },
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+{ SceneObjectTypes::InteriorLikeObjectType, "$TypeMasks::InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
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+{ SceneObjectTypes::TerrainLikeObjectType, "$TypeMasks::TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
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#if defined(AFX_CAP_AFXMODEL_TYPE)
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{ SceneObjectTypes::afxModelObjectType, "afxModelObjectType", "afx-specific model typemask.\n" },
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#else
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-{ SceneObjectTypes::N_A_27, "N_A_27", "unused 27th bit.\n" },
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+{ SceneObjectTypes::N_A_27, "$TypeMasks::N_A_27", "unused 27th bit.\n" },
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#endif
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-{ SceneObjectTypes::N_A_28, "N_A_28", "unused 28th bit.\n" },
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-{ SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
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-{ SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
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-{ SceneObjectTypes::N_A_31, "N_A_31", "unused 31st bit.\n" },
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-{ SceneObjectTypes::N_A_32, "N_A_32", "unused 32nd bit.\n" },
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+{ SceneObjectTypes::N_A_28, "$TypeMasks::N_A_28", "unused 28th bit.\n" },
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+{ SceneObjectTypes::PathShapeObjectType, "$TypeMasks::PathShapeObjectType", "Path-following Objects.\n" },
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+{ SceneObjectTypes::TurretObjectType, "$TypeMasks::TurretObjectType", "Turret Objects.\n" },
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+{ SceneObjectTypes::N_A_31, "$TypeMasks::N_A_31", "unused 31st bit.\n" },
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+{ SceneObjectTypes::N_A_32, "$TypeMasks::N_A_32", "unused 32nd bit.\n" },
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EndImplementBitfieldType;
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