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Change IsEnabled back to Enabled
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commit
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4 changed files with 10 additions and 11 deletions
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@ -128,7 +128,7 @@ namespace TEN::Control::Volumes
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for (auto& volume : room.triggerVolumes)
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{
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if (!volume.IsEnabled)
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if (!volume.Enabled)
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continue;
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if (volume.EventSetIndex == NO_EVENT_SET)
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@ -238,16 +238,15 @@ namespace TEN::Control::Volumes
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void TestVolumes(int roomNumber, MESH_INFO* meshPtr)
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{
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auto box = GetBoundsAccurate(*meshPtr, false).ToBoundingOrientedBox(meshPtr->pos);
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TestVolumes(roomNumber, box, VolumeActivatorFlags::Static, meshPtr);
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}
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void TestVolumes(CAMERA_INFO* cameraPtr)
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{
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constexpr auto CAMERA_EXTENT = 32.0f;
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constexpr auto CAMERA_EXTENTS = Vector3(32.0f);
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// TODO: Camera box is currently AABB. Should derive orientation from look-at? -- Sezz 2023.08.11
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auto box = BoundingOrientedBox(cameraPtr->pos.ToVector3(), Vector3(CAMERA_EXTENT), Quaternion::Identity);
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// TODO: Camera box is currently an AABB. Should derive orientation from look-at? -- Sezz 2023.08.11
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auto box = BoundingOrientedBox(cameraPtr->pos.ToVector3(), CAMERA_EXTENTS, Quaternion::Identity);
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TestVolumes(cameraPtr->pos.RoomNumber, box, VolumeActivatorFlags::Flyby, cameraPtr);
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}
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}
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@ -46,7 +46,7 @@ namespace TEN::Control::Volumes
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// ActivatorVolume
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struct TriggerVolume
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{
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bool IsEnabled = true;
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bool Enabled = true;
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int EventSetIndex = 0;
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std::string Name = {};
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@ -930,7 +930,7 @@ bool SaveGame::Save(int slot)
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volume.add_room_number(room->index);
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volume.add_number(j);
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volume.add_name(nameOffset);
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volume.add_enabled(currVolume.IsEnabled);
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volume.add_enabled(currVolume.Enabled);
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volume.add_position(&FromVector3(currVolume.Box.Center));
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volume.add_rotation(&FromVector4(currVolume.Box.Orientation));
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volume.add_scale(&FromVector3(currVolume.Box.Extents));
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@ -1416,7 +1416,7 @@ bool SaveGame::Load(int slot)
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auto room = &g_Level.Rooms[volume->room_number()];
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int number = volume->number();
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room->triggerVolumes[number].IsEnabled = volume->enabled();
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room->triggerVolumes[number].Enabled = volume->enabled();
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room->triggerVolumes[number].Name = volume->name()->str();
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room->triggerVolumes[number].Box.Center =
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room->triggerVolumes[number].Sphere.Center = ToVector3(volume->position());
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@ -95,18 +95,18 @@ void Volume::Register(sol::table& parent)
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void Volume::Enable()
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{
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m_volume.IsEnabled = true;
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m_volume.Enabled = true;
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}
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void Volume::Disable()
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{
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ClearActivators();
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m_volume.IsEnabled = false;
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m_volume.Enabled = false;
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}
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bool Volume::GetActive() const
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{
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return m_volume.IsEnabled;
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return m_volume.Enabled;
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}
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Vec3 Volume::GetPos() const
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