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1222
pb/Maya2DTSExporter.xcode/project.pbxproj
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1222
pb/Maya2DTSExporter.xcode/project.pbxproj
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pb/fix frameworks.command
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pb/fix frameworks.command
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#!/bin/bash
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################################################################################
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# Fixes damaged frameworks after they have been checked out of CVS.
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# This is neccesary because CVS does not deal well with symbolic links.
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################################################################################
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# Different versions of macosx set the working directory to different places.
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# We try to cope, by finding the working dir of this .command file.
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dir=`dirname "$0"`
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echo 'started in directory:' `pwd`
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if [ -e $dir ]; then
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cd $dir
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fi
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# Ok, we're now pretty sure we're in the /.../torque/pb directory.
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# Move up one dir, and save it off for future use.
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cd ..
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basedir=`pwd`
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echo "moving to directory: $basedir"
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# We set up some convinience variables here...
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openaldir="lib/openal/macosx"
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xiphdir="lib/xiph/macosx"
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version='A'
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current='Versions/Current'
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headers='Headers'
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resources='Resources'
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for frameworkname in "$openaldir/OpenAL" "$xiphdir/Ogg" "$xiphdir/Vorbis" "$xiphdir/Theora" ; do
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framework="$frameworkname.framework"
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frameworkname=`basename "$frameworkname"`
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echo "-------- fixing " `basename "$framework"` " ---------"
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echo "entering $framework"
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cd $framework
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if [ ! -h $current ]; then
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rm $current
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ln -s "$version/" $current
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echo "fixing $framework/$current"
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fi
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if [ ! -h $headers ]; then
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rm $headers
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ln -s "$current/$headers/" $headers
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echo "fixing $framework/$headers"
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fi
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if [ ! -h $resources ]; then
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rm $resources
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ln -s "$current/$resources/" $resources
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echo "fixing $framework/$resources"
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fi
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if [ ! -x "$current/$frameworkname" ]; then
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chmod 755 "$current/$frameworkname"
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fi
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if [ ! -h $frameworkname ]; then
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rm $frameworkname
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ln -s "$current/$frameworkname" $frameworkname
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echo "fixing $framework/$frameworkname"
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fi
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cd $basedir
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done
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pb/fix xcode2.1 build folders.command
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pb/fix xcode2.1 build folders.command
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#!/bin/bash
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if [ -e build ]; then
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mv build build-old-`date "+%m.%d.%C%y-%H.%M.%S"`
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fi
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mkdir build
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cd build
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ln -s ../../example Default
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ln -s ../../example Development
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ln -s ../../example Deployment
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pb/readme.txt
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pb/readme.txt
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README for OSX build
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Contents:
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1) General Notes
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1.1) Supported Versions of Mac OS
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1.2) Recommended Development Tools
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2) Initial Setup, Tips & Goodies
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2.1) Getting Debugging to Work
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2.1.1) For Xcode2.1+
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2.1.2) For ProjectBuilder, Xcode1.5, Xcode2.0
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2.2) Script Editing in Xcode
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2.2.1) Installing .cs Language Definitions in Xcode
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2.3) Putting Game Content Inside the App Bundle
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3) Known issues
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1) General Notes
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---------------------------------------------------------------------------
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1.1) Supported Versions of Mac OS
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Recent versions of Torque on Macintosh require MacOS 10.2 or later.
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Attempting to support older versions of the MacOS is not recommended.
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1.2) Recommended Development Tools
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Only the Xcode 2.1 project file is currently being kept up to date.
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Previous projects aren't guaranteed to work properly, and may have issues
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not listed herein. Thus, Xcode is the recommended development environment.
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It is of course possible to use any development environment that can
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produce a Macintosh application, and can use the standard BSD & MacOSX
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headers and frameworks.
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2) Initial Setup, Tips & Goodies
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---------------------------------------------------------------------------
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2.1) Getting Debugging to Work
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2.1.1) For Xcode2.1+
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----------------------------------------
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- locate the file "fix xcode2.1 build folders.command".
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- double-click it to launch it.
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- the Terminal will open, and the script will run.
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- close the Terminal window.
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The script will move aside any existing 'build' directory, and replace it
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with a clean one containing symbolic links ( aliases ) to the
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"../example" directory. If you are using a different directory name than
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"example", you can edit the script in any text editor and replace
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"example" with your directory of choice.
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2.1.2) For ProjectBuilder, Xcode1.5, Xcode2.0
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----------------------------------------
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- launch the PB project.
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- select/click the topmost group (should have same name as the project)
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- from menu choose File->Show Info
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- perform the following three steps in order:
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- first: select "Place intermediate build products for this project in a
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separate location"
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- second: select "Place build products for this project in a separate
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location"
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- third: enter "../example" (without the quotes), in the upper text box.
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- replace "example" with your folder name if you're using another name.
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- close the window.
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- close the project file & reopen it to force a save.
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----------------------------------------
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Your project should now directly build the target executable directly
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into the runtime folder, which also means it is properly located for
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running or debugging from within Xcode / Project Builder.
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2.2) Script Editing in Xcode
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The Xcode project file now contains references to the script files.
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This make searching more complete, and provides a decent script editor.
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2.2.1) Installing .cs Language Definitions in Xcode
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----------------------------------------
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- open the "torque/pb/script editing" folder.
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- locate the Torque.pbfilespec and Torque.pblangspec files therein.
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- locate the directory /Library/Application Support/Xcode/Specifications/
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- create the Specifications directory if it does not exist.
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- install the .pbfilespec and .pblangspec files in Specifications/ .
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- quit and restart Xcode.
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2.3) Putting Game Content Inside the App Bundle
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The engine will assume that game content is beside the main.cs file.
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It will look first in YourGame.app/Contents/Resources, then it will
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look in the folder where YourGame.app resides for a file named 'main.cs'.
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So, when you are ready to distribute your game, you should place the game
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content inside the application bundle like this:
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- in the Finder, control-click(or right-click) on your built application.
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- choose 'Show Package Contents'.
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- a new window will open, with one folder: 'Contents'.
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- Navigate to the Contents/Resources folder.
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- copy all your game files (main.cs, common/, etc) into Contents/Resources.
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- run the game & test all functionality.
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3) Known issues
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---------------------------------------------------------------------------
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- No external console window. in debug in Xcode, printfs go to the debug
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console pane. At some point, we'll likely create a simple console library
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to be used when a tertiary console window is needed. In the mean time, you
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can open the console.logfile using the Console application. Console will
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automatically 'tail' the file, always displaying the most current contents.
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- ADDENDUM: printfs may also output to the system log in the Console, and
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will output to the Terminal if you manually launch the Torque app directly
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from the commandline.
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- OSX handles cmdline args like the PC, if you launch it from the cmdline.
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Note that this means that you can add args in the project file for debug vs release, etc.
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Take a peek at "example/Launch using show mod.command" in a text editor to see how you can use cmdline args from an external script.
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The maccmdline.txt workaround still works, if you prefer.
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- mac performance vs the PC has improved greatly. There is still ground to
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gain performance here, but it may not be a good investment of time. As a
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general rule, only consider optimization when you're done with everything
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else.
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- The mac platform code is a mess. A total rewrite is on my todo list.
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13
pb/script editing/Torque.pbfilespec
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13
pb/script editing/Torque.pbfilespec
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/**
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Torque source file specs.
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*/
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(
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{
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Identifier = sourcecode.torque;
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BasedOn = sourcecode;
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Extensions = (cs, gui, mis);
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MIMETypes = ("text/torquescript");
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ComputerLanguage = torque;
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IsTextFile = YES;
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}
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)
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pb/script editing/Torque.pblangspec
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72
pb/script editing/Torque.pblangspec
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/**
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Torque language specification.
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*/
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(
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// Torque script
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{
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Identifier = torque;
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Name = "Torque Engine Script";
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Description = "Torque Engine Script";
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BasedOn = "pbx_root_language";
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SourceScannerClassName = PBXCSourceScanner;
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Indentation = {
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};
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SyntaxColoring = {
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SingleLineComment = ( "//" );
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CaseSensitive = NO;
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UnicodeSymbols = NO;
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IndexedSymbols = YES;
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CommentsCanBeNested = NO;
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IdentifierStartChars = "$%";
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IdentifierChars = "_-";
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MultLineComment = (
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);
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String = (
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( "\"", "\"" ),
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( "'", "'" )
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);
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EscapeCharacter = "\\";
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Keywords = (
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"break",
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"case",
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"continue",
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"datablock",
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"default",
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"else",
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"false",
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"function",
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"if",
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"for",
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"new",
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"or",
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"package",
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"return",
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"switch",
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"switch$",
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"true",
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"while",
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"$",
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"%",
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"@",
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"SPC",
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);
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AltKeywords = (
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"echo",
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"error",
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"warn",
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"exec",
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"call",
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"VectorAdd",
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"VectorCross",
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"VectorDist",
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"VectorDot",
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"VectorLen",
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"VectorNormalize",
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"VectorOrthoBasis",
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"VectorScale",
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"VectorSub"
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);
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};
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}
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)
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30914
pb/torque_pb_2_1.pbproj/project.pbxproj
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30914
pb/torque_pb_2_1.pbproj/project.pbxproj
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Load Diff
12182
pb/torque_xcode_2_1.xcodeproj/project.pbxproj
Normal file
12182
pb/torque_xcode_2_1.xcodeproj/project.pbxproj
Normal file
File diff suppressed because it is too large
Load Diff
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