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include
vrfobjparam
embarkationSlotEntry.h
Go to the documentation of this file.
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/*******************************************************************************
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** Copyright (c) 2013 MAK Technologies, Inc.
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** All rights reserved.
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*******************************************************************************/
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#pragma once
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#include <
readerWriter/readerWriter.h
>
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#include "
readerWriter/rwVector.h
"
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#include "
vrfutil/rwTaitBryan.h
"
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#include "
vrfutil/rwAppearance.h
"
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#include "
vrfutil/rwRangedObjectType.h
"
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#include <
readerWriter/rwInt.h
>
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#include <
readerWriter/rwString.h
>
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#include <
readerWriter/rwBoolean.h
>
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#include "
vrfobjparam/vrfobjparamDefines.h
"
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class
DT_DLL_vrfobjparam
DtEmbarkationSlotEntry
:
public
DtReaderWriter
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{
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public
:
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DtEmbarkationSlotEntry
(
const
DtString
& name,
DtReaderWriterRegistry
*
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parentRegistry = NULL);
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virtual
~
DtEmbarkationSlotEntry
();
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DtEmbarkationSlotEntry
(
const
DtString
& name,
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const
DtEmbarkationSlotEntry
& orig,
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DtReaderWriterRegistry
* parentRegistry = NULL);
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DtEmbarkationSlotEntry
(
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const
DtEmbarkationSlotEntry
& orig,
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DtReaderWriterRegistry
* parentRegistry = NULL);
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DtEmbarkationSlotEntry
&
operator=
(
const
DtEmbarkationSlotEntry
& orig);
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virtual
DtEmbarkationSlotEntry
* clone(
const
DtString
& name,
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DtReaderWriterRegistry
* parentRegistry = NULL)
const
;
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const
DtRangedObjectType
& object()
const
;
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void
setObject(
const
DtRangedObjectType
&);
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const
DtVector
& position()
const
;
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void
setPosition(
const
DtVector
&);
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const
DtRwTaitBryan
orientation()
const
;
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void
setOrientation(
const
DtTaitBryan&);
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int
numberOfEntities()
const
;
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void
setNumberOfEntities(
int
);
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const
DtAppearance& appearance()
const
;
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void
setAppearance(
const
DtAppearance&);
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void
setAppearance(
int
);
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bool
jumpToLocation()
const
;
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void
setJumpToLocation(
bool
);
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bool
turnToHeading()
const
;
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void
setTurnToHeading(
bool
);
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bool
invisibleWhenEmbarked()
const
;
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void
setInvisibleWhenEmbarked(
bool
);
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const
DtString
& slotName()
const
;
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void
setSlotName(
const
DtString
&);
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const
DtString
& slotType()
const
;
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void
setSlotType(
const
DtString
&);
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const
DtString
& ingressTechnique()
const
;
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void
setIngressTechnique(
const
DtString
&);
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const
DtString
& egressTechnique()
const
;
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void
setEgressTechnique(
const
DtString
&);
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const
DtString
& animation()
const
;
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void
setAnimation(
const
DtString
&);
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virtual
const
char
*
readerWriterType
()
const
;
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virtual
DtEmbarkationSlotEntry
* clone()
const
;
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virtual
bool
operator==
(
const
DtEmbarkationSlotEntry
&)
const
;
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virtual
bool
operator!=
(
const
DtEmbarkationSlotEntry
&)
const
;
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virtual
void
putData
(
DtEnvironmentSP
, DtEnvValueSP parent)
const
;
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virtual
void
getData
(
const
DtEnvironmentSP
,
const
DtEnvValueSP value,
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const
DtReaderWriter::SearchPaths
& searchPaths =
DtReaderWriter::SearchPaths
(),
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const
DtVariableBindingsList
& bindings =
DtVariableBindingsList
());
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static
const
char
*
theXmlType
();
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virtual
const
char
*
xmlType
()
const
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{
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return
theXmlType
();
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}
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private
:
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DtEmbarkationSlotEntry
();
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protected
:
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DtRwRangedObjectType
myObject
;
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DtRwVector
myPosition
;
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DtRwTaitBryan
myOrientation
;
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DtRwAppearance
myAppearance
;
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DtRwString
myAnimation
;
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DtRwInt
myNumberOfEntities
;
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DtRwBoolean
myJumpToLocation
;
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DtRwBoolean
myTurnToHeading
;
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DtRwBoolean
myInvisibleWhenEmbarked
;
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DtRwString
mySlotName
;
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DtRwString
mySlotType
;
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DtRwString
myIngressTechnique
;
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DtRwString
myEgressTechnique
;
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};
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inline
void
DtEmbarkationSlotEntry::setObject
(
const
DtRangedObjectType
& o)
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{
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myObject
= o;
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}
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inline
const
DtRangedObjectType
&
DtEmbarkationSlotEntry::object
()
const
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{
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return
myObject
;
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}
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inline
void
DtEmbarkationSlotEntry::setPosition
(
const
DtVector
& v)
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{
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myPosition
= v;
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}
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inline
const
DtVector
&
DtEmbarkationSlotEntry::position
()
const
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{
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return
myPosition
;
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}
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inline
void
DtEmbarkationSlotEntry::setOrientation
(
const
DtTaitBryan& o)
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{
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myOrientation
= o;
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}
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inline
const
DtRwTaitBryan
DtEmbarkationSlotEntry::orientation
()
const
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{
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return
myOrientation
;
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}
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inline
void
DtEmbarkationSlotEntry::setAppearance
(
const
DtAppearance& a)
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{
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myAppearance
= a;
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}
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inline
void
DtEmbarkationSlotEntry::setAppearance
(
int
a)
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{
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myAppearance
.setAppearance(a);
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}
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inline
const
DtAppearance&
DtEmbarkationSlotEntry::appearance
()
const
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{
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return
myAppearance
;
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}
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inline
void
DtEmbarkationSlotEntry::setNumberOfEntities
(
int
a)
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{
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myNumberOfEntities
= a;
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}
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inline
int
DtEmbarkationSlotEntry::numberOfEntities
()
const
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{
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return
myNumberOfEntities
;
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}
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inline
void
DtEmbarkationSlotEntry::setJumpToLocation
(
bool
b)
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{
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myJumpToLocation
= b;
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}
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inline
bool
DtEmbarkationSlotEntry::jumpToLocation
()
const
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{
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return
myJumpToLocation
;
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}
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inline
void
DtEmbarkationSlotEntry::setTurnToHeading
(
bool
b)
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{
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myTurnToHeading
= b;
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}
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inline
bool
DtEmbarkationSlotEntry::turnToHeading
()
const
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{
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return
myTurnToHeading
;
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}
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inline
void
DtEmbarkationSlotEntry::setInvisibleWhenEmbarked
(
bool
b)
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{
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myInvisibleWhenEmbarked
= b;
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}
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inline
bool
DtEmbarkationSlotEntry::invisibleWhenEmbarked
()
const
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{
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return
myInvisibleWhenEmbarked
;
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}
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inline
void
DtEmbarkationSlotEntry::setSlotName
(
const
DtString
& s)
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{
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mySlotName
= s;
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}
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inline
const
DtString
&
DtEmbarkationSlotEntry::slotName
()
const
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{
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return
mySlotName
;
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}
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inline
void
DtEmbarkationSlotEntry::setSlotType
(
const
DtString
& s)
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{
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mySlotType
= s;
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}
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inline
const
DtString
&
DtEmbarkationSlotEntry::slotType
()
const
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{
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return
mySlotType
;
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}
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inline
void
DtEmbarkationSlotEntry::setIngressTechnique
(
const
DtString
& s)
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{
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myIngressTechnique
= s;
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}
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inline
const
DtString
&
DtEmbarkationSlotEntry::ingressTechnique
()
const
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{
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return
myIngressTechnique
;
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}
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inline
void
DtEmbarkationSlotEntry::setEgressTechnique
(
const
DtString
& s)
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{
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myEgressTechnique
= s;
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}
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inline
const
DtString
&
DtEmbarkationSlotEntry::egressTechnique
()
const
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{
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return
myEgressTechnique
;
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}
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inline
void
DtEmbarkationSlotEntry::setAnimation
(
const
DtString
& s)
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{
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myAnimation
= s;
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}
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inline
const
DtString
&
DtEmbarkationSlotEntry::animation
()
const
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{
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return
myAnimation
;
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}
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Document ID: Generated on Fri Apr 26 21:53:14 EDT 2019 from SVN revision 197883
Copyright © 2005-2019 VT MAK. All Rights Reserved (
www.mak.com
)