63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
#include "precompiled.h"
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#include "PaintObjectCommand.h"
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#include "UnitManager.h"
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#include "ObjectEntry.h"
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#include "Model.h"
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#include "Unit.h"
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#include "Game.h"
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#include "BaseEntity.h"
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#include "BaseEntityCollection.h"
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#include "EntityManager.h"
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#include "ObjectManager.h"
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CPaintObjectCommand::CPaintObjectCommand(CObjectThing* object,const CMatrix3D& transform)
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: m_Thing(object), m_Transform(transform), m_Entity()
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{
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}
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CPaintObjectCommand::~CPaintObjectCommand()
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{
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}
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void CPaintObjectCommand::Execute()
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{
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m_Thing->Create(m_Transform, 1);
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}
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void CPaintObjectCommand::UpdateTransform(CMatrix3D& transform)
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{
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m_Thing->SetTransform(transform);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// Finalize: notification that command has finished (ie object stopped rotating) - convert
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// unit to entity if there's a template for it
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void CPaintObjectCommand::Finalize()
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{
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// CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor(m_Object);
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// if( templateObject )
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// {
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// CVector3D orient = m_Unit->GetModel()->GetTransform().GetIn();
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// CVector3D position = m_Unit->GetModel()->GetTransform().GetTranslation();
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// g_UnitMan.RemoveUnit(m_Unit);
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// HEntity ent = g_EntityManager.create( templateObject, position, atan2( -orient.X, -orient.Z ) );
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// ent->SetPlayer(g_Game->GetPlayer(1));
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// }
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}
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void CPaintObjectCommand::Undo()
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{
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// remove model from unit managers list
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// g_UnitMan.RemoveUnit(m_Unit);
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}
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void CPaintObjectCommand::Redo()
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{
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// add the unit back to the unit manager
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// g_UnitMan.AddUnit(m_Unit);
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}
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