Various property cleanup, fixing more broken stuff, trialing new features

This commit is contained in:
Aruki
2018-07-16 02:29:29 -06:00
parent a90f1d0441
commit 148449e50b
37 changed files with 383 additions and 184 deletions

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@@ -18,12 +18,12 @@ void CAreaAttributes::SetObject(CScriptObject *pObj)
mpObject = pObj;
mGame = pTemplate->MasterTemplate()->Game();
mNeedSky = CBoolRef(pObj, pProperties->ChildByIndex(1));
mNeedSky = CBoolRef(pObj->PropertyData(), pProperties->ChildByIndex(1));
if (mGame == ePrime)
mOverrideSky = CAssetRef(pObj, pProperties->ChildByIndex(7));
mOverrideSky = CAssetRef(pObj->PropertyData(), pProperties->ChildByIndex(7));
else if (mGame > ePrime)
mOverrideSky = CAssetRef(pObj, pProperties->ChildByID(0xD208C9FA));
mOverrideSky = CAssetRef(pObj->PropertyData(), pProperties->ChildByID(0xD208C9FA));
}
bool CAreaAttributes::IsLayerEnabled() const

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@@ -24,13 +24,13 @@ public:
{
if (Game <= ePrime)
{
mWorldLightingOptions = TEnumRef<EWorldLightingOptions>(InStruct.Object(), InStruct.Property()->ChildByIndex(0x7));
mLightLayer = CIntRef(InStruct.Object(), InStruct.Property()->ChildByIndex(0xD));
mWorldLightingOptions = TEnumRef<EWorldLightingOptions>(InStruct.DataPointer(), InStruct.Property()->ChildByIndex(0x7));
mLightLayer = CIntRef(InStruct.DataPointer(), InStruct.Property()->ChildByIndex(0xD));
}
else
{
mWorldLightingOptions = TEnumRef<EWorldLightingOptions>(InStruct.Object(), InStruct.Property()->ChildByID(0x6B5E7509));
mLightLayer = CIntRef(InStruct.Object(), InStruct.Property()->ChildByID(0x1F715FD3));
mWorldLightingOptions = TEnumRef<EWorldLightingOptions>(InStruct.DataPointer(), InStruct.Property()->ChildByID(0x6B5E7509));
mLightLayer = CIntRef(InStruct.DataPointer(), InStruct.Property()->ChildByID(0x1F715FD3));
}
}
}

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@@ -1,5 +1,6 @@
#include "CLight.h"
#include "Core/Render/CGraphics.h"
#include <Common/Common.h>
#include <cmath>
#include <float.h>
@@ -127,6 +128,52 @@ void CLight::SetAngleAtten(float AngleCoefA, float AngleCoefB, float AngleCoefC)
mAngleAttenCoefficients.Z = AngleCoefC;
}
CStructPropertyNew* CLight::GetProperties() const
{
//@todo MP1 properties only
//@todo we cannot display full properties because a lot of them are discarded on load
static CStructPropertyNew* pProperties = nullptr;
if (!pProperties)
{
pProperties = (CStructPropertyNew*) IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Struct,
nullptr,
0,
"Light");
CChoiceProperty* pLightType = (CChoiceProperty*) IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Choice,
pProperties,
MEMBER_OFFSET(CLight, mType),
"LightType");
pLightType->AddValue("LocalAmbient", eLocalAmbient);
pLightType->AddValue("Directional", eDirectional);
pLightType->AddValue("Spot", eSpot);
pLightType->AddValue("Custom", eCustom);
IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Color,
pProperties,
MEMBER_OFFSET(CLight, mColor),
"Color");
IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Vector,
pProperties,
MEMBER_OFFSET(CLight, mPosition),
"Position");
IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Vector,
pProperties,
MEMBER_OFFSET(CLight, mDirection),
"Direction");
IPropertyNew::CreateIntrinsic(EPropertyTypeNew::Float,
pProperties,
MEMBER_OFFSET(CLight, mSpotCutoff),
"SpotCutoff");
}
return pProperties;
}
// ************ OTHER ************
void CLight::Load() const
{

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@@ -1,6 +1,7 @@
#ifndef CLIGHT_H
#define CLIGHT_H
#include "Core/Resource/Script/Property/Properties.h"
#include <Common/CColor.h>
#include <Common/FileIO/IInputStream.h>
#include <Math/CVector3f.h>
@@ -62,6 +63,8 @@ public:
void SetDistAtten(float DistCoefA, float DistCoefB, float DistCoefC);
void SetAngleAtten(float AngleCoefA, float AngleCoefB, float AngleCoefC);
CStructPropertyNew* GetProperties() const;
// Other
void Load() const;

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@@ -196,7 +196,7 @@ IPropertyNew* CTemplateLoader::LoadProperty(XMLElement* pElem, CScriptTemplate*
// no archetype, so do normal create
if (!pProp)
{
pProp = IPropertyNew::Create(Type, pParent, mpMaster, pScript, false);
pProp = IPropertyNew::Create(Type, pParent, mGame, pScript, false);
}
// we need to have a valid property by this point
@@ -340,7 +340,7 @@ IPropertyNew* CTemplateLoader::LoadProperty(XMLElement* pElem, CScriptTemplate*
}
else
{
pArray->mpItemArchetype = IPropertyNew::Create(EPropertyTypeNew::Struct, pArray, mpMaster, pScript, false);
pArray->mpItemArchetype = IPropertyNew::Create(EPropertyTypeNew::Struct, pArray, mGame, pScript, false);
pStruct = TPropCast<CStructPropertyNew>(pArray->mpItemArchetype);
pStruct->mFlags = EPropertyFlag::IsAtomic | EPropertyFlag::IsArrayArchetype;
}
@@ -389,8 +389,9 @@ CStructPropertyNew* CTemplateLoader::LoadStructArchetype(const TString& rkTempla
pArchetype = TPropCast<CStructPropertyNew>(
IPropertyNew::Create(EPropertyTypeNew::Struct,
nullptr,
mpMaster,
nullptr, false)
mGame,
nullptr,
false)
);
ASSERT(pArchetype != nullptr);
@@ -458,7 +459,7 @@ CEnumProperty* CTemplateLoader::LoadEnumArchetype(const TString& rkTemplateFileN
pArchetype = static_cast<CEnumProperty*>(
IPropertyNew::Create(bIsChoice ? EPropertyTypeNew::Choice : EPropertyTypeNew::Enum,
nullptr,
mpMaster,
mGame,
nullptr,
false)
);
@@ -500,8 +501,9 @@ CFlagsProperty* CTemplateLoader::LoadFlagsArchetype(const TString& rkTemplateFil
pArchetype = TPropCast<CFlagsProperty>(
IPropertyNew::Create(EPropertyTypeNew::Flags,
nullptr,
mpMaster,
nullptr, false)
mGame,
nullptr,
false)
);
ASSERT(pArchetype != nullptr);
@@ -600,11 +602,6 @@ void CTemplateLoader::LoadBitFlags(XMLElement *pFlagsElem, CFlagsProperty* pFlag
}
}
enum class ETest
{
ValueA = (true ? 0 : (u32) reinterpret_cast<u64>("ValueA"))
};
// ************ SCRIPT OBJECT ************
CScriptTemplate* CTemplateLoader::LoadScriptTemplate(XMLDocument *pDoc, const TString& rkTemplateName, u32 ObjectID)
{
@@ -612,7 +609,7 @@ CScriptTemplate* CTemplateLoader::LoadScriptTemplate(XMLDocument *pDoc, const TS
pScript->mObjectID = ObjectID;
pScript->mSourceFile = rkTemplateName;
IPropertyNew* pBaseStruct = IPropertyNew::Create(EPropertyTypeNew::Struct, nullptr, mpMaster, pScript);
IPropertyNew* pBaseStruct = IPropertyNew::Create(EPropertyTypeNew::Struct, nullptr, mGame, pScript);
pScript->mpProperties = std::make_unique<CStructPropertyNew>( *TPropCast<CStructPropertyNew>(pBaseStruct) );
XMLElement *pRoot = pDoc->FirstChildElement("ScriptTemplate");

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@@ -17,15 +17,17 @@ CScriptObject::CScriptObject(u32 InstanceID, CGameArea *pArea, CScriptLayer *pLa
// Init properties
CStructPropertyNew* pProperties = pTemplate->Properties();
u32 PropertiesSize = pProperties->DataSize();
mPropertyData.resize( PropertiesSize );
pProperties->Construct( mPropertyData.data() );
mInstanceName = CStringRef(this, pTemplate->NameProperty());
mPosition = CVectorRef(this, pTemplate->PositionProperty());
mRotation = CVectorRef(this, pTemplate->RotationProperty());
mScale = CVectorRef(this, pTemplate->ScaleProperty());
mActive = CBoolRef(this, pTemplate->ActiveProperty());
mLightParameters = CStructRef(this, pTemplate->LightParametersProperty());
mPropertyData.resize( PropertiesSize );
void* pData = mPropertyData.data();
pProperties->Construct( pData );
mInstanceName = CStringRef(pData, pTemplate->NameProperty());
mPosition = CVectorRef(pData, pTemplate->PositionProperty());
mRotation = CVectorRef(pData, pTemplate->RotationProperty());
mScale = CVectorRef(pData, pTemplate->ScaleProperty());
mActive = CBoolRef(pData, pTemplate->ActiveProperty());
mLightParameters = CStructRef(pData, pTemplate->LightParametersProperty());
}
CScriptObject::~CScriptObject()

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@@ -255,12 +255,12 @@ bool IPropertyNew::HasAccurateName()
/** IPropertyNew Accessors */
EGame IPropertyNew::Game() const
{
return mpMasterTemplate->Game();
return mGame;
}
IPropertyNew* IPropertyNew::Create(EPropertyTypeNew Type,
IPropertyNew* pParent,
CMasterTemplate* pMaster,
EGame Game,
CScriptTemplate* pScript,
bool CallPostInit /*= true*/)
{
@@ -316,7 +316,7 @@ IPropertyNew* IPropertyNew::Create(EPropertyTypeNew Type,
}
// Set other metadata
pOut->mpMasterTemplate = pMaster;
pOut->mGame = Game;
pOut->mpScriptTemplate = pScript;
pOut->_CalcOffset();
@@ -344,8 +344,20 @@ IPropertyNew* IPropertyNew::CreateCopy(IPropertyNew* pArchetype,
// always be valid.
ASSERT(pParent != nullptr);
IPropertyNew* pOut = Create(pArchetype->Type(), pParent, pParent->mpMasterTemplate, pParent->mpScriptTemplate, false);
IPropertyNew* pOut = Create(pArchetype->Type(), pParent, pParent->mGame, pParent->mpScriptTemplate, false);
pOut->InitFromArchetype(pArchetype);
pArchetype->mSubInstances.push_back(pOut);
return pOut;
}
IPropertyNew* IPropertyNew::CreateIntrinsic(EPropertyTypeNew Type,
IPropertyNew* pParent,
u32 Offset,
const TString& rkName)
{
IPropertyNew* pOut = Create(Type, pParent, pParent ? pParent->mGame : eUnknownGame, nullptr, false);
pOut->mOffset = Offset;
pOut->SetName(rkName);
pOut->PostInitialize();
return pOut;
}

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@@ -137,9 +137,8 @@ protected:
/** Child properties; these appear underneath this property on the UI */
std::vector<IPropertyNew*> mChildren;
/** Master template for the game this property belongs to.
* Cannot be derived from mpScriptTemplate because mpScriptTemplate is null sometimes */
CMasterTemplate* mpMasterTemplate;
/** Game this property belongs to */
EGame mGame;
/** Script template that this property belongs to. Null for struct/enum/flag archetypes. */
CScriptTemplate* mpScriptTemplate;
@@ -231,12 +230,17 @@ public:
/** Create */
static IPropertyNew* Create(EPropertyTypeNew Type,
IPropertyNew* pParent,
CMasterTemplate* pMaster,
EGame Game,
CScriptTemplate* pScript,
bool CallPostInit = true);
static IPropertyNew* CreateCopy(IPropertyNew* pArchetype,
IPropertyNew* pParent);
static IPropertyNew* CreateIntrinsic(EPropertyTypeNew Type,
IPropertyNew* pParent,
u32 Offset,
const TString& rkName);
};
inline ECookPreferenceNew IPropertyNew::CookPreference() const
@@ -284,11 +288,6 @@ inline CScriptTemplate* IPropertyNew::ScriptTemplate() const
return mpScriptTemplate;
}
inline CMasterTemplate* IPropertyNew::MasterTemplate() const
{
return mpMasterTemplate;
}
inline TString IPropertyNew::Name() const
{
return mName;

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@@ -15,10 +15,10 @@ protected:
public:
virtual void PostInitialize()
{
IPropertyNew* pR = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pG = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pB = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pA = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pR = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
IPropertyNew* pG = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
IPropertyNew* pB = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
IPropertyNew* pA = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
pR->SetName("R");
pG->SetName("G");
pB->SetName("B");

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@@ -3,10 +3,10 @@
#include "../IPropertyNew.h"
/** There are two types of enum properties: in the game data enum and choice.
/** There are two types of enum properties in the game data: enum and choice.
*
* In the game, the difference is that choice properties are index-based, while
* enum properties are stored as a hash of the name of the enum.
* enum properties are stored as a hash of the name of the enum value.
*
* In PWE, however, they are both implemented the same way under the hood.
*/
@@ -59,6 +59,11 @@ public:
return IsArchetype() ? mSourceFile : mpArchetype->GetTemplateFileName();
}
void AddValue(TString ValueName, u32 ValueID)
{
mValues.push_back( SEnumValue(ValueName, ValueID) );
}
inline u32 NumPossibleValues() const { return mValues.size(); }
u32 ValueIndex(u32 ID) const

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@@ -15,9 +15,9 @@ protected:
public:
virtual void PostInitialize()
{
IPropertyNew* pX = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pY = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pZ = Create(EPropertyTypeNew::Float, this, mpMasterTemplate, mpScriptTemplate);
IPropertyNew* pX = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
IPropertyNew* pY = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
IPropertyNew* pZ = Create(EPropertyTypeNew::Float, this, mGame, mpScriptTemplate);
pX->SetName("X");
pY->SetName("Y");
pZ->SetName("Z");

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@@ -22,37 +22,37 @@
#include "CStructProperty.h"
#include "CVectorProperty.h"
/** TPropertyRef: Embeds a reference to a property on a specific script object */
/** TPropertyRef: Embeds a reference to a property on a specific object */
template<class PropertyClass, typename ValueType = PropertyClass::ValueType>
class TPropertyRef
{
/** Script object containing the property data being referenced */
CScriptObject* mpObject;
/** Property data being referenced */
void* mpPropertyData;
/** Property being referenced */
PropertyClass* mpProperty;
PropertyClass* mpProperty;
public:
TPropertyRef()
: mpObject(nullptr), mpProperty(nullptr)
: mpPropertyData(nullptr), mpProperty(nullptr)
{}
TPropertyRef(CScriptObject* pInObject, IPropertyNew* pInProperty)
: mpObject(pInObject), mpProperty( TPropCast<PropertyClass>(pInProperty) )
explicit TPropertyRef(void* pInData, IPropertyNew* pInProperty)
: mpPropertyData(pInData), mpProperty( TPropCast<PropertyClass>(pInProperty) )
{
}
TPropertyRef(CScriptObject* pInObject, PropertyClass* pInProperty)
: mpObject(pInObject), mpProperty(pInProperty)
explicit TPropertyRef(void* pInData, PropertyClass* pInProperty)
: mpPropertyData(pInData), mpProperty(pInProperty)
{
}
/** Accessors */
inline CScriptObject* Object() const { return mpObject; }
inline void* DataPointer() const { return mpPropertyData; }
inline PropertyClass* Property() const { return mpProperty; }
inline ValueType Get() const { return IsValid() ? *((ValueType*) mpProperty->RawValuePtr( mpObject->PropertyData() )) : ValueType(); }
inline void Set(const ValueType& kIn) const { if (IsValid()) *((ValueType*) mpProperty->RawValuePtr( mpObject->PropertyData() )) = kIn; }
inline bool IsValid() const { return mpObject != nullptr && mpProperty != nullptr; }
inline ValueType Get() const { return IsValid() ? *((ValueType*) mpProperty->RawValuePtr( mpPropertyData )) : ValueType(); }
inline void Set(const ValueType& kIn) const { if (IsValid()) *((ValueType*) mpProperty->RawValuePtr( mpPropertyData )) = kIn; }
inline bool IsValid() const { return mpPropertyData != nullptr && mpProperty != nullptr; }
/** Inline operators */
inline operator ValueType() const
@@ -101,12 +101,12 @@ public:
: TPropertyRef()
{}
TEnumRef(CScriptObject* pInObject, IPropertyNew* pInProperty)
: TPropertyRef(pInObject, pInProperty)
TEnumRef(void* pInData, IPropertyNew* pInProperty)
: TPropertyRef(pInData, pInProperty)
{}
TEnumRef(CScriptObject* pInObject, CEnumProperty* pInProperty)
: TPropertyRef(pInObject, pInProperty)
TEnumRef(void* pInData, CEnumProperty* pInProperty)
: TPropertyRef(pInData, pInProperty)
{}
};

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@@ -125,6 +125,19 @@ SRayIntersection CLightNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID
return Out;
}
CStructRef CLightNode::GetProperties() const
{
return CStructRef(mpLight, mpLight->GetProperties());
}
void CLightNode::PropertyModified(IPropertyNew* pProperty)
{
CSceneNode::PropertyModified(pProperty);
if (pProperty->Name() == "Position")
SetPosition( mpLight->Position() );
}
CLight* CLightNode::Light()
{
return mpLight;

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@@ -15,6 +15,8 @@ public:
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
CStructRef GetProperties() const;
void PropertyModified(IPropertyNew* pProperty);
bool AllowsRotate() const { return false; }
CLight* Light();
CVector2f BillboardScale();

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@@ -69,6 +69,8 @@ public:
virtual bool IsVisible() const;
virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
virtual CColor WireframeColor() const;
virtual CStructRef GetProperties() const { return CStructRef(); }
virtual void PropertyModified(IPropertyNew* pProperty) {}
void OnLoadFinished();
void Unparent();

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@@ -13,8 +13,8 @@ CScriptAttachNode::CScriptAttachNode(CScene *pScene, const SAttachment& rkAttach
CStructPropertyNew* pBaseStruct = pParent->Template()->Properties();
mpAttachAssetProp = pBaseStruct->ChildByIDString(rkAttachment.AttachProperty);
mAttachAssetRef = CAssetRef(pParent->Instance(), mpAttachAssetProp);
mAttachAnimSetRef = CAnimationSetRef(pParent->Instance(), mpAttachAssetProp);
mAttachAssetRef = CAssetRef(pParent->Instance()->PropertyData(), mpAttachAssetProp);
mAttachAnimSetRef = CAnimationSetRef(pParent->Instance()->PropertyData(), mpAttachAssetProp);
if (mpAttachAssetProp) AttachPropertyModified();
ParentDisplayAssetChanged(mpScriptNode->DisplayAsset());

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@@ -454,6 +454,11 @@ void CScriptNode::LinksModified()
if (mpExtra) mpExtra->LinksModified();
}
CStructRef CScriptNode::GetProperties() const
{
return CStructRef(mpInstance->PropertyData(), mpInstance->Template()->Properties());
}
void CScriptNode::PropertyModified(IPropertyNew* pProp)
{
// Update volume

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@@ -47,9 +47,10 @@ public:
bool IsVisible() const;
CColor TintColor(const SViewInfo& rkViewInfo) const;
CColor WireframeColor() const;
CStructRef GetProperties() const;
void PropertyModified(IPropertyNew* pProp);
void LinksModified();
void PropertyModified(IPropertyNew* pProp);
void UpdatePreviewVolume();
void GeneratePosition();
void TestGameModeVisibility();

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@@ -17,17 +17,17 @@ CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CScen
CStructPropertyNew* pProperties = pInstance->Template()->Properties();
// Fetch render side
mRenderSide = TEnumRef<ERenderSide>(pInstance, pProperties->ChildByIndex(5));
mRenderSide = TEnumRef<ERenderSide>(pInstance->PropertyData(), pProperties->ChildByIndex(5));
if (mRenderSide.IsValid()) PropertyModified(mRenderSide.Property());
// Fetch scale
mPlaneSize = CVectorRef(pInstance, pProperties->ChildByIndex(2));
mPlaneSize = CVectorRef(pInstance->PropertyData(), pProperties->ChildByIndex(2));
if (mPlaneSize.IsValid()) PropertyModified(mPlaneSize.Property());
// Fetch textures
for (u32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
{
mTextureAssets[TextureIdx] = CAssetRef(pInstance, pProperties->ChildByIndex(6 + TextureIdx));
mTextureAssets[TextureIdx] = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIndex(6 + TextureIdx));
if (mTextureAssets[TextureIdx].IsValid()) PropertyModified(mTextureAssets[TextureIdx].Property());
}
}

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@@ -6,18 +6,18 @@ CDoorExtra::CDoorExtra(CScriptObject* pInstance, CScene* pScene, CScriptNode* pP
{
CStructPropertyNew* pProperties = pInstance->Template()->Properties();
mShieldModelProp = CAssetRef(pInstance, pProperties->ChildByID(0xB20CC271));
mShieldModelProp = CAssetRef(pInstance->PropertyData(), pProperties->ChildByID(0xB20CC271));
if (mShieldModelProp.IsValid()) PropertyModified(mShieldModelProp.Property());
if (mGame >= eEchoes)
{
mShieldColorProp = CColorRef(pInstance, pProperties->ChildByID(0x47B4E863));
mShieldColorProp = CColorRef(pInstance->PropertyData(), pProperties->ChildByID(0x47B4E863));
if (mShieldColorProp.IsValid()) PropertyModified(mShieldColorProp.Property());
}
else
{
mDisabledProp = CBoolRef(pInstance, pProperties->ChildByID(0xDEE730F5));
mDisabledProp = CBoolRef(pInstance->PropertyData(), pProperties->ChildByID(0xDEE730F5));
if (mDisabledProp.IsValid()) PropertyModified(mDisabledProp.Property());
}
}

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@@ -10,8 +10,8 @@ CPointOfInterestExtra::CPointOfInterestExtra(CScriptObject *pInstance, CScene *p
// Fetch scan data property
CStructPropertyNew* pProperties = pInstance->Template()->Properties();
if (mGame <= ePrime) mScanProperty = CAssetRef(pInstance, pProperties->ChildByIDString("0x04:0x00"));
else mScanProperty = CAssetRef(pInstance, pProperties->ChildByIDString("0xBDBEC295:0xB94E9BE7"));
if (mGame <= ePrime) mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0x04:0x00"));
else mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0xBDBEC295:0xB94E9BE7"));
PropertyModified(mScanProperty.Property());
}

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@@ -11,16 +11,16 @@ CRadiusSphereExtra::CRadiusSphereExtra(CScriptObject* pInstance, CScene* pScene,
switch (mObjectType)
{
case 0x63: // Repulsor (MP1)
mRadius = CFloatRef(pInstance, pProperties->ChildByID(3));
mRadius = CFloatRef(pInstance->PropertyData(), pProperties->ChildByID(3));
break;
case 0x68: // RadialDamage (MP1)
mRadius = CFloatRef(pInstance, pProperties->ChildByID(0x4));
mRadius = CFloatRef(pInstance->PropertyData(), pProperties->ChildByID(0x4));
break;
case FOURCC('REPL'): // Repulsor (MP2/MP3)
case FOURCC('RADD'): // RadialDamage (MP2/MP3/DKCR)
mRadius = CFloatRef(pInstance, pProperties->ChildByID(0x78C507EB));
mRadius = CFloatRef(pInstance->PropertyData(), pProperties->ChildByID(0x78C507EB));
break;
}
}

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@@ -13,7 +13,7 @@ CSandwormExtra::CSandwormExtra(CScriptObject* pInstance, CScene* pScene, CScript
}
// Get pincers scale
mPincersScale = CFloatRef(pInstance, pInstance->Template()->Properties()->ChildByID(0x3DB583AE));
mPincersScale = CFloatRef(pInstance->PropertyData(), pInstance->Template()->Properties()->ChildByID(0x3DB583AE));
if (mPincersScale.IsValid()) PropertyModified(mPincersScale.Property());
}

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@@ -6,7 +6,7 @@
CSplinePathExtra::CSplinePathExtra(CScriptObject* pInstance, CScene* pScene, CScriptNode* pParent)
: CScriptExtra(pInstance, pScene, pParent)
{
mPathColor = CColorRef(pInstance, pInstance->Template()->Properties()->ChildByID(0x00DD86E2));
mPathColor = CColorRef(pInstance->PropertyData(), pInstance->Template()->Properties()->ChildByID(0x00DD86E2));
}
void CSplinePathExtra::PropertyModified(IPropertyNew* pProperty)