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Camera shakers and controller action scripting
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48
Runtime/World/CScriptCameraShaker.cpp
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48
Runtime/World/CScriptCameraShaker.cpp
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#include "CScriptCameraShaker.hpp"
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#include "TCastTo.hpp"
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#include "CStateManager.hpp"
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#include "CWorld.hpp"
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namespace urde
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{
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CScriptCameraShaker::CScriptCameraShaker(TUniqueId uid, const std::string& name, const CEntityInfo& info,
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bool active, const CCameraShakeData& shakeData)
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: CEntity(uid, info, active, name), x34_shakeData(shakeData)
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{}
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void CScriptCameraShaker::Accept(IVisitor& visitor)
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{
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visitor.Visit(this);
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}
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void CScriptCameraShaker::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr)
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{
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switch (msg)
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{
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case EScriptObjectMessage::Action:
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{
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TAreaId aid = GetAreaIdAlways();
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if (GetActive() && aid != kInvalidAreaId)
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{
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const CGameArea* area = stateMgr.GetWorld()->GetAreaAlways(aid);
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
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if (area->IsPostConstructed())
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occState = area->GetPostConstructed()->x10dc_occlusionState;
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if (occState == CGameArea::EOcclusionState::Occluded)
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x34_shakeData.SetShakerId(stateMgr.GetCameraManager()->AddCameraShaker(x34_shakeData, false));
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}
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break;
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}
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case EScriptObjectMessage::Deactivate:
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{
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if (GetActive())
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stateMgr.GetCameraManager()->RemoveCameraShaker(x34_shakeData.GetShakerId());
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break;
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}
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default: break;
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}
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CEntity::AcceptScriptMsg(msg, objId, stateMgr);
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}
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}
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