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Initial commit of Command & Conquer Renegade source code.
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260
Code/WWAudio/LogicalSound.cpp
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260
Code/WWAudio/LogicalSound.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/LogicalSound.cpp $Modtime:: 7/02/99 10:18a $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "LogicalSound.H"
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#include "WWAudio.H"
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#include "SoundScene.H"
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#include "SoundChunkIDs.h"
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#include "persistfactory.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Static factories
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//////////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<LogicalSoundClass, CHUNKID_LOGICALSOUND> _LogicalSoundPersistFactory;
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//////////////////////////////////////////////////////////////////////////////////
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// Save/Load constants
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//////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x03270459,
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CHUNKID_BASE_CLASS
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};
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enum
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{
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VARID_DROP_OFF_RADIUS = 0x01,
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VARID_IS_SINGLE_SHOT,
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VARID_TYPE_MASK,
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VARID_XXX1,
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VARID_POSITION,
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VARID_MAX_LISTENERS,
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VARID_NOTIFY_DELAY,
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VARID_LAST_NOTIFY,
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};
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// LogicalSoundClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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LogicalSoundClass::LogicalSoundClass (void)
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: m_DropOffRadius (1),
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m_TypeMask (0),
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m_Position (0, 0, 0),
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m_IsSingleShot (false),
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m_OldestListenerTimestamp (0),
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m_MaxListeners (0),
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m_NotifyDelayInMS (2000),
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m_LastNotification (0)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ~LogicalSoundClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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LogicalSoundClass::~LogicalSoundClass (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Add_To_Scene
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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LogicalSoundClass::Add_To_Scene (bool /*start_playing*/)
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{
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SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if ((scene != NULL) && (m_Scene == NULL)) {
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//
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// Add this sound to the culling system
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//
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m_Scene = scene;
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scene->Add_Logical_Sound (this, m_IsSingleShot);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Remove_From_Scene
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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LogicalSoundClass::Remove_From_Scene (void)
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{
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if (m_Scene != NULL) {
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//
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// Remove this sound from the culling system
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//
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m_Scene->Remove_Logical_Sound (this, m_IsSingleShot);
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m_Scene = NULL;
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m_PhysWrapper = NULL;
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m_LastNotification = 0;
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}
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Allow_Notify
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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bool
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LogicalSoundClass::Allow_Notify (uint32 timestamp)
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{
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bool retval = false;
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if (m_IsSingleShot || timestamp > (m_LastNotification + m_NotifyDelayInMS)) {
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retval = true;
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m_LastNotification = timestamp;
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}
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return retval;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// On_Frame_Update
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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bool
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LogicalSoundClass::On_Frame_Update (unsigned int milliseconds)
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{
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//
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// Update the sound's position if its linked to a render object
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//
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Apply_Auto_Position ();
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return SoundSceneObjClass::On_Frame_Update (milliseconds);;
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}
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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/////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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LogicalSoundClass::Get_Factory (void) const
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{
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return _LogicalSoundPersistFactory;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LogicalSoundClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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SoundSceneObjClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_DROP_OFF_RADIUS, m_DropOffRadius);
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WRITE_MICRO_CHUNK (csave, VARID_IS_SINGLE_SHOT, m_IsSingleShot);
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WRITE_MICRO_CHUNK (csave, VARID_TYPE_MASK, m_TypeMask);
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WRITE_MICRO_CHUNK (csave, VARID_POSITION, m_Position);
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WRITE_MICRO_CHUNK (csave, VARID_MAX_LISTENERS, m_MaxListeners);
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WRITE_MICRO_CHUNK (csave, VARID_NOTIFY_DELAY, m_NotifyDelayInMS);
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WRITE_MICRO_CHUNK (csave, VARID_LAST_NOTIFY, m_LastNotification);
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csave.End_Chunk ();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LogicalSoundClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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PersistClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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{
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//
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// Read all the variables from their micro-chunks
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_DROP_OFF_RADIUS, m_DropOffRadius);
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READ_MICRO_CHUNK (cload, VARID_IS_SINGLE_SHOT, m_IsSingleShot);
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READ_MICRO_CHUNK (cload, VARID_TYPE_MASK, m_TypeMask);
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READ_MICRO_CHUNK (cload, VARID_POSITION, m_Position);
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READ_MICRO_CHUNK (cload, VARID_MAX_LISTENERS, m_MaxListeners);
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READ_MICRO_CHUNK (cload, VARID_NOTIFY_DELAY, m_NotifyDelayInMS);
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READ_MICRO_CHUNK (cload, VARID_LAST_NOTIFY, m_LastNotification);
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}
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cload.Close_Micro_Chunk ();
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}
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}
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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