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engines/hpl1/engine/scene/Entity.cpp
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engines/hpl1/engine/scene/Entity.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/scene/Entity.h"
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#include "hpl1/engine/scene/Node.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iEntity::~iEntity() {
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if (mpParentNode) {
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mpParentNode->RemoveEntity(this);
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}
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerializeVirtual(cSaveData_iEntity, iSaveData)
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kSerializeVar(mlParentNodeId, eSerializeType_Int32)
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kSerializeVar(msName, eSerializeType_String)
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kSerializeVar(mbIsVisible, eSerializeType_Bool)
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kSerializeVar(mbIsActive, eSerializeType_Bool)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iSaveData *iEntity::CreateSaveData() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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void iEntity::SaveToSaveData(iSaveData *apSaveData) {
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kSaveData_SaveToBegin(iEntity);
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kSaveData_SaveTo(mbIsActive);
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kSaveData_SaveTo(mbIsVisible);
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kSaveData_SaveTo(msName);
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kSaveData_SaveObject(mpParentNode, mlParentNodeId);
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}
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//-----------------------------------------------------------------------
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void iEntity::LoadFromSaveData(iSaveData *apSaveData) {
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kSaveData_LoadFromBegin(iEntity);
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kSaveData_LoadFrom(mbIsActive);
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kSaveData_LoadFrom(mbIsVisible);
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kSaveData_LoadFrom(msName);
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}
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//-----------------------------------------------------------------------
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void iEntity::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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kSaveData_SetupBegin(iEntity);
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// kSaveData_LoadObject(mpParentNode,mlParentNodeId,iNode*);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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