Phase 1: Add a #define test

This commit is contained in:
Marc Chapman 2018-01-23 20:24:35 +00:00
parent 35d649b57e
commit 1c2effd7fa
6 changed files with 36 additions and 3 deletions

View file

@ -41,7 +41,9 @@
#include "T3D/aiConnection.h"
#endif
#ifdef TORQUE_AFX_ENABLED
#include "afx/arcaneFX.h"
#endif
//----------------------------------------------------------------------------
// Ghost update relative priority values
@ -256,8 +258,10 @@ GameBase::GameBase()
GameBase::~GameBase()
{
#ifdef TORQUE_AFX_ENABLED
if (scope_registered)
arcaneFX::unregisterScopedObject(this);
#endif
}
@ -270,6 +274,7 @@ bool GameBase::onAdd()
// Datablock must be initialized on the server.
// Client datablock are initialized by the initial update.
#ifdef TORQUE_AFX_ENABLED
if (isClientObject())
{
if (scope_id > 0 && !scope_registered)
@ -280,6 +285,10 @@ bool GameBase::onAdd()
if ( mDataBlock && !onNewDataBlock( mDataBlock, false ) )
return false;
}
#else
if ( isServerObject() && mDataBlock && !onNewDataBlock( mDataBlock, false ) )
return false;
#endif
setProcessTick( true );
@ -288,8 +297,10 @@ bool GameBase::onAdd()
void GameBase::onRemove()
{
#ifdef TORQUE_AFX_ENABLED
if (scope_registered)
arcaneFX::unregisterScopedObject(this);
#endif
// EDITOR FEATURE: Remove us from the reload signal of our datablock.
if ( mDataBlock )
mDataBlock->mReloadSignal.remove( this, &GameBase::_onDatablockModified );
@ -314,9 +325,11 @@ bool GameBase::onNewDataBlock( GameBaseData *dptr, bool reload )
if ( !mDataBlock )
return false;
#ifdef TORQUE_AFX_ENABLED
// Don't set mask when new datablock is a temp-clone.
if (mDataBlock->isTempClone())
return true;
#endif
setMaskBits(DataBlockMask);
return true;
@ -570,11 +583,13 @@ U32 GameBase::packUpdate( NetConnection *connection, U32 mask, BitStream *stream
stream->writeFlag(mIsAiControlled);
#endif
#ifdef TORQUE_AFX_ENABLED
if (stream->writeFlag(mask & ScopeIdMask))
{
if (stream->writeFlag(scope_refs > 0))
stream->writeInt(scope_id, SCOPE_ID_BITS);
}
#endif
return retMask;
}
@ -613,11 +628,13 @@ void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
mTicksSinceLastMove = 0;
mIsAiControlled = stream->readFlag();
#endif
#ifdef TORQUE_AFX_ENABLED
if (stream->readFlag())
{
scope_id = (stream->readFlag()) ? (U16) stream->readInt(SCOPE_ID_BITS) : 0;
scope_refs = 0;
}
#endif
}
void GameBase::onMount( SceneObject *obj, S32 node )