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@@ -162,42 +162,6 @@ void Scene::SetNetworkMode(NetworkMode mode)
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networkMode_ = mode;
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networkMode_ = mode;
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}
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}
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-void Scene::NodeAdded(Node* node)
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-{
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- if ((!node) || (node->GetScene()))
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- return;
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-
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- node->setScene(this);
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- allNodes_[node->GetID()] = node;
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-}
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-
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-void Scene::NodeRemoved(Node* node)
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-{
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- if ((!node) || (node->GetScene() != this))
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- return;
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-
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- allNodes_.erase(node->GetID());
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- node->SetID(0);
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- node->setScene(0);
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-}
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-
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-void Scene::ComponentAdded(Component* component)
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-{
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- if (!component)
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- return;
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-
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- allComponents_[component->GetID()] = component;
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-}
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-
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-void Scene::ComponentRemoved(Component* component)
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-{
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- if (!component)
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- return;
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-
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- allComponents_.erase(component->GetID());
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- component->SetID(0);
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-}
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-
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Node* Scene::GetNodeByID(unsigned id) const
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Node* Scene::GetNodeByID(unsigned id) const
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{
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{
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std::map<unsigned, Node*>::const_iterator i = allNodes_.find(id);
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std::map<unsigned, Node*>::const_iterator i = allNodes_.find(id);
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@@ -216,14 +180,6 @@ Component* Scene::GetComponentByID(unsigned id) const
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return 0;
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return 0;
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}
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}
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-void Scene::HandleUpdate(StringHash eventType, VariantMap& eventData)
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-{
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- using namespace Update;
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-
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- if (active_)
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- Update(eventData[P_TIMESTEP].GetFloat());
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-}
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-
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unsigned Scene::GetFreeNodeID(bool local)
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unsigned Scene::GetFreeNodeID(bool local)
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{
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{
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if (!local)
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if (!local)
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@@ -284,6 +240,51 @@ unsigned Scene::GetFreeComponentID(bool local)
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}
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}
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}
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}
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+
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+void Scene::NodeAdded(Node* node)
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+{
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+ if ((!node) || (node->GetScene()))
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+ return;
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+
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+ node->setScene(this);
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+ allNodes_[node->GetID()] = node;
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+}
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+
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+void Scene::NodeRemoved(Node* node)
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+{
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+ if ((!node) || (node->GetScene() != this))
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+ return;
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+
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+ allNodes_.erase(node->GetID());
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+ node->SetID(0);
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+ node->setScene(0);
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+}
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+
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+void Scene::ComponentAdded(Component* component)
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+{
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+ if (!component)
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+ return;
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+
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+ allComponents_[component->GetID()] = component;
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+}
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+
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+void Scene::ComponentRemoved(Component* component)
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+{
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+ if (!component)
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+ return;
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+
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+ allComponents_.erase(component->GetID());
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+ component->SetID(0);
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+}
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+
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+void Scene::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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+
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+ if (active_)
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+ Update(eventData[P_TIMESTEP].GetFloat());
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+}
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+
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void RegisterSceneLibrary(Context* context)
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void RegisterSceneLibrary(Context* context)
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{
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{
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Node::RegisterObject(context);
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Node::RegisterObject(context);
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