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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' into style-cleanup
Conflicts: Engine/source/console/astNodes.cpp Engine/source/console/codeBlock.cpp Engine/source/console/compiledEval.cpp Engine/source/ts/collada/colladaAppMesh.cpp Engine/source/ts/tsShape.cpp Engine/source/ts/tsShapeConstruct.cpp
This commit is contained in:
commit
33ff180593
2053 changed files with 172002 additions and 69530 deletions
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@ -356,6 +356,7 @@ PlayerData::PlayerData()
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decalID = 0;
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decalOffset = 0.0f;
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actionCount = 0;
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lookAction = 0;
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// size of bounding box
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@ -427,9 +428,9 @@ bool PlayerData::preload(bool server, String &errorStr)
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{
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for( U32 i = 0; i < MaxSounds; ++ i )
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{
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String errorStr;
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if( !sfxResolve( &sound[ i ], errorStr ) )
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Con::errorf( "PlayerData::preload: %s", errorStr.c_str() );
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String sfxErrorStr;
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if( !sfxResolve( &sound[ i ], sfxErrorStr ) )
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Con::errorf( "PlayerData::preload: %s", sfxErrorStr.c_str() );
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}
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}
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@ -487,10 +488,6 @@ bool PlayerData::preload(bool server, String &errorStr)
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dp->death = false;
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if (dp->sequence != -1)
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getGroundInfo(si,thread,dp);
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// No real reason to spam the console about a missing jet animation
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if (dStricmp(sp->name, "jet") != 0)
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AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
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}
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for (S32 b = 0; b < mShape->mSequences.size(); b++)
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{
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@ -586,7 +583,10 @@ bool PlayerData::preload(bool server, String &errorStr)
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Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath());
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if (!fileRef)
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{
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errorStr = String::ToString("PlayerData: Mounted image %d loading failed, shape \"%s\" is not found.",i,mShapeFP[i].getPath().getFullPath().c_str());
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return false;
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}
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if(server)
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mCRCFP[i] = fileRef->getChecksum();
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@ -2952,7 +2952,7 @@ void Player::updateMove(const Move* move)
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// Clamp acceleration.
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F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
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if ( false && swimSpeed > maxAcc )
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if ( swimSpeed > maxAcc )
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swimAcc *= maxAcc / swimSpeed;
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acc += swimAcc;
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@ -3692,7 +3692,7 @@ bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
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void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
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{
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if (!mDataBlock || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
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if (!mDataBlock || !mDataBlock->actionCount || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
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return;
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if (action >= PlayerData::NumActionAnims)
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@ -6507,8 +6507,9 @@ DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
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object->getDamageLocation(pos, buffer1, buffer2);
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char *buff = Con::getReturnBuffer(128);
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dSprintf(buff, 128, "%s %s", buffer1, buffer2);
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static const U32 bufSize = 128;
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char *buff = Con::getReturnBuffer(bufSize);
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dSprintf(buff, bufSize, "%s %s", buffer1, buffer2);
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return buff;
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}
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