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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Replaced StringTable->insert("") with StringTable->EmptyString()
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parent
bcc5459818
commit
27e2871b01
33 changed files with 304 additions and 304 deletions
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@ -257,15 +257,15 @@ PlayerData::PlayerData()
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firstPersonShadows = false;
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// Used for third person image rendering
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imageAnimPrefix = StringTable->insert("");
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imageAnimPrefix = StringTable->EmptyString();
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allowImageStateAnimation = false;
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// Used for first person image rendering
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imageAnimPrefixFP = StringTable->insert("");
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imageAnimPrefixFP = StringTable->EmptyString();
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for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
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{
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shapeNameFP[i] = StringTable->insert("");
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shapeNameFP[i] = StringTable->EmptyString();
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mCRCFP[i] = 0;
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mValidShapeFP[i] = false;
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}
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@ -418,7 +418,7 @@ PlayerData::PlayerData()
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jumpTowardsNormal = true;
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physicsPlayerType = StringTable->insert("");
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physicsPlayerType = StringTable->EmptyString();
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dMemset( actionList, 0, sizeof(actionList) );
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}
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@ -6652,7 +6652,7 @@ DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold
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"@tsexample\n"
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"// Place the player in a sitting position after being mounted\n"
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"%player.setActionThread( \"sitting\", true, true );\n"
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"@endtsexample\n")
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"@endtsexample\n")
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{
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return object->setActionThread( name, hold, true, fsp);
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}
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@ -6700,11 +6700,11 @@ DefineEngineMethod( Player, clearControlObject, void, (),,
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"Returns control to the player. This internally calls "
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"Player::setControlObject(0).\n"
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"@tsexample\n"
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"%player.clearControlObject();\n"
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"%player.clearControlObject();\n"
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"echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
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"%player.setControlObject(%vehicle);\n"
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"echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
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"@endtsexample\n"
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"@endtsexample\n"
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"@note If the player does not have a control object, the player will receive all moves "
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"from its GameConnection. If you're looking to remove control from the player itself "
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"(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
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@ -6762,63 +6762,63 @@ void Player::consoleInit()
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"@brief Determines if the player is rendered or not.\n\n"
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"Used on the client side to disable the rendering of all Player objects. This is "
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"mainly for the tools or debugging.\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
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"@brief Determines if mounted shapes are rendered or not.\n\n"
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"Used on the client side to disable the rendering of all Player mounted objects. This is "
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"mainly used for the tools or debugging.\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
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"@brief Determines if the player's collision mesh should be rendered.\n\n"
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"This is mainly used for the tools and debugging.\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
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"@brief Fraction of tick at which instant warp occures on the client.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
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"@brief When a warp needs to occur due to the client being too far off from the server, this is the "
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"maximum number of ticks we'll allow the client to warp to catch up.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
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"@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
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"@brief The maximum velocity allowed due to a single impulse.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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// Move triggers
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Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
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"@brief The move trigger index used for player jumping.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
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"@brief The move trigger index used for player crouching.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
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"@brief The move trigger index used for player prone pose.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
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"@brief The move trigger index used for player sprinting.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
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"@brief The move trigger index used to trigger mounted image 0.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
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"@brief The move trigger index used to trigger mounted image 1 or alternate fire "
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"on mounted image 0.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
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"@brief The move trigger index used for player jump jetting.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
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"@brief The move trigger index used to dismount player.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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// ExtendedMove support
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Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
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"@brief The ExtendedMove position/rotation index used for head movements.\n\n"
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"@ingroup GameObjects\n");
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"@ingroup GameObjects\n");
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}
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//--------------------------------------------------------------------------
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