//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "afx/arcaneFX.h" #include "console/consoleTypes.h" #include "core/stream/bitStream.h" #include "afx/ce/afxFootSwitch.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxFootSwitchData IMPLEMENT_CO_DATABLOCK_V1(afxFootSwitchData); ConsoleDocClass( afxFootSwitchData, "@brief A datablock that specifies a Foot Switch effect.\n\n" "A Foot Switch effect is used to disable some or all of the standard built-in footstep effects generated by Player objects." "\n\n" "Stock Player objects generate footprint decals, footstep sounds, and puffs of particle dust in response to special " "animation triggers embedded in the Player's dts model. With the help of Phase Effects, AFX can substitute alternatives for " "these built-in effects. When this is done, it is often preferable to turn off some or all of the built-in footstep effects." "\n\n" "Foot Switch effects are only meaningful when the primary position constraint is a Player or Player-derived object." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxFootSwitchData::afxFootSwitchData() { override_all = false; override_decals = false; override_sounds = false; override_dust = false; } afxFootSwitchData::afxFootSwitchData(const afxFootSwitchData& other, bool temp_clone) : GameBaseData(other, temp_clone) { override_all = other.override_all; override_decals = other.override_decals; override_sounds = other.override_sounds; override_dust = other.override_dust; } #define myOffset(field) Offset(field, afxFootSwitchData) void afxFootSwitchData::initPersistFields() { addField("overrideAll", TypeBool, myOffset(override_all), "When true, all of a Player's footstep effects are turned off for the duration of " "the foot-switch effect."); addField("overrideDecals", TypeBool, myOffset(override_decals), "Specifically selects whether the Player's footprint decals are enabled."); addField("overrideSounds", TypeBool, myOffset(override_sounds), "Specifically selects whether the Player's footstep sounds are enabled."); addField("overrideDust", TypeBool, myOffset(override_dust), "Specifically selects whether the Player's footstep puffs of dust are enabled."); Parent::initPersistFields(); } void afxFootSwitchData::packData(BitStream* stream) { Parent::packData(stream); if (!stream->writeFlag(override_all)) { stream->writeFlag(override_decals); stream->writeFlag(override_sounds); stream->writeFlag(override_dust); } } void afxFootSwitchData::unpackData(BitStream* stream) { Parent::unpackData(stream); override_all = stream->readFlag(); if (!override_all) { override_decals = stream->readFlag(); override_sounds = stream->readFlag(); override_dust = stream->readFlag(); } } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//