psEffectObj *psEffectObj::Clone() const { psEffectObj *newObj = new psEffectObj(view, renderer2d); CloneBase(newObj); return newObj; }
psEffectAnchor * psEffectAnchor::Clone() const { psEffectAnchor * newObj = new psEffectAnchor(); CloneBase(newObj); return newObj; }
psEffectObj * psEffectObjLabel::Clone() const { //printf("label: cloning\n"); psEffectObjLabel * newObj = new psEffectObjLabel(view, renderer2d); CloneBase(newObj); return newObj; }
psEffectAnchor * psEffectAnchorBasic::Clone() const { psEffectAnchorBasic * newObj = new psEffectAnchorBasic(); CloneBase(newObj); // basic anchor specific return newObj; }
psEffectObj * psEffectObjDecal::Clone() const { psEffectObjDecal * newObj = new psEffectObjDecal(view, renderer2d); CloneBase(newObj); newObj->decalMgr = decalMgr; newObj->decalTemplate = decalTemplate; return newObj; }
psEffectObj *psEffectObjMesh::Clone() const { psEffectObjMesh *newObj = new psEffectObjMesh(view, renderer2d); CloneBase(newObj); // mesh specific newObj->factName = factName; return newObj; }
psEffectAnchor* psEffectAnchorSocket::Clone() const { psEffectAnchorSocket* newObj = new psEffectAnchorSocket(); CloneBase(newObj); // socket anchor specific newObj->socketName = socketName; return newObj; }
psEffectObj *psEffectObjStar::Clone() const { psEffectObjStar *newObj = new psEffectObjStar(view, renderer2d); CloneBase(newObj); // star specific newObj->segments = segments; return newObj; }
psEffectObj* psEffectObjParticles::Clone() const { psEffectObjParticles* newObj = new psEffectObjParticles(view, renderer2d); CloneBase(newObj); // simp mesh specific newObj->factName = factName; newObj->isAnimating = isAnimating; return newObj; }
psEffectObj *psEffectObjSimpMesh::Clone() const { psEffectObjSimpMesh *newObj = new psEffectObjSimpMesh(view, renderer2d); CloneBase(newObj); // simp mesh specific newObj->fileName = fileName; newObj->meshName = meshName; return newObj; }
psEffectObj* psEffectObjSpire::Clone() const { psEffectObjSpire* newObj = new psEffectObjSpire(view, renderer2d); CloneBase(newObj); // spire specific newObj->shape = shape; newObj->segments = segments; newObj->vertCount = vertCount; return newObj; }
psEffectObj *psEffectObjSound::Clone() const { psEffectObjSound *newObj = new psEffectObjSound(view, renderer2d); CloneBase(newObj); // simp mesh specific newObj->soundName = soundName; newObj->minDistSquared = minDistSquared; newObj->maxDistSquared = maxDistSquared; newObj->loop = loop; return newObj; }
CClauseSubTree* CClauseSubTree::Clone() { return (CClauseSubTree*)CloneBase(); }