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78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Dme version of a body group list
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//
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//===========================================================================//
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#include "mdlobjects/dmebodygrouplist.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "mdlobjects/dmebodygroup.h"
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#include "mdlobjects/dmelodlist.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeBodyGroupList, CDmeBodyGroupList );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeBodyGroupList::OnConstruction()
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{
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m_BodyGroups.Init( this, "bodyGroups" );
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}
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void CDmeBodyGroupList::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Finds a body group by name
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//-----------------------------------------------------------------------------
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CDmeBodyGroup *CDmeBodyGroupList::FindBodyGroup( const char *pName )
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{
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int nCount = m_BodyGroups.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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if ( !Q_stricmp( pName, m_BodyGroups[i]->GetName() ) )
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return m_BodyGroups[i];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Gets the 'main' body part (used for compilation)
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//-----------------------------------------------------------------------------
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CDmeLODList *CDmeBodyGroupList::GetMainBodyPart()
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{
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if ( m_BodyGroups.Count() == 0 )
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return NULL;
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CDmeBodyGroup *pMainBodyGroup = FindBodyGroup( "default" );
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if ( !pMainBodyGroup )
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{
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pMainBodyGroup = m_BodyGroups[0];
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}
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CDmeLODList *pLODList = CastElement< CDmeLODList >( pMainBodyGroup->FindBodyPart( "default" ) );
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if ( pLODList )
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return pLODList;
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const int nBodypartCount = pMainBodyGroup->m_BodyParts.Count();
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for ( int i = 0; i < nBodypartCount; ++i )
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{
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pLODList = CastElement< CDmeLODList >( pMainBodyGroup->m_BodyParts[ i ] );
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if ( pLODList && pLODList->m_LODs.Count() > 0 )
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return pLODList;
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}
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return NULL;
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}
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