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////  Created by Sam Gondelman on 5/31/19//  Copyright 2019 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "ComponentMode.h" /*@jsdoc * <p>How an effect is applied in a {@link Entities.EntityProperties-Zone|Zone} entity.</p> * <table> *   <thead> *     <tr><th>Value</th><th>Description</th></tr> *   </thead> *   <tbody> *     <tr><td><code>"inherit"</code></td><td>The effect from any enclosing zone continues into this zone.</td></tr> *     <tr><td><code>"disabled"</code></td><td>The effect &mdash; from any enclosing zone and this zone &mdash; is disabled in  *       this zone.</td></tr> *     <tr><td><code>"enabled"</code></td><td>The effect from this zone is enabled, overriding the effect from any enclosing  *       zone.</td></tr> *   </tbody> * </table> * @typedef {string} Entities.ComponentMode */const char* componentModeNames[] = {    "inherit",    "disabled",    "enabled"}; QString ComponentModeHelpers::getNameForComponentMode(ComponentMode mode) {    if (((int)mode <= 0) || ((int)mode >= (int)COMPONENT_MODE_ITEM_COUNT)) {        mode = (ComponentMode)0;    }     return componentModeNames[(int)mode];} /*@jsdoc * <p>The priority of updates from avatars in a zone to other clients.</p> * <table> *   <thead> *     <tr><th>Value</th><th>Description</th></tr> *   </thead> *   <tbody> *     <tr><td><code>"inherit"</code></td><td>The update priority from any enclosing zone continues into this zone.</td></tr> *     <tr><td><code>"crowd"</code></td><td>The update priority in this zone is the normal priority.</td></tr> *     <tr><td><code>"hero"</code></td><td>Avatars in this zone have an increased update priority.</td></tr> *   </tbody> * </table> * @typedef {string} Entities.AvatarPriorityMode */const char* avatarPriorityModeNames[] = {    "inherit",    "crowd",    "hero"}; QString AvatarPriorityModeHelpers::getNameForAvatarPriorityMode(AvatarPriorityMode mode) {    if (((int)mode <= 0) || ((int)mode >= (int)AVATAR_PRIORITY_ITEM_COUNT)) {        mode = (AvatarPriorityMode)0;    }     return avatarPriorityModeNames[(int)mode];}