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Update player.cpp
fixed validator stuff
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1 changed files with 59 additions and 59 deletions
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@ -1005,27 +1005,27 @@ void PlayerData::initPersistFields()
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"@see boundingBox" );
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"@see boundingBox" );
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// Damage collision boxes changed by Skurps
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// Damage collision boxes changed by Skurps
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addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box height that represents the head.\n\n"
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"@brief Percentage of the player's bounding box height that represents the head.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box height that represents the torso.\n\n"
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"@brief Percentage of the player's bounding box height that represents the torso.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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addField( "boxTorsoLeftPercentage", TypeF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoLeftPercentage", TypeRangedF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box width that represents the left side of the torso.\n\n"
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"@brief Percentage of the player's bounding box width that represents the left side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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addField( "boxTorsoRightPercentage", TypeF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoRightPercentage", TypeRangedF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box width that represents the right side of the torso.\n\n"
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"@brief Percentage of the player's bounding box width that represents the right side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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addField( "boxTorsoBackPercentage", TypeF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoBackPercentage", TypeRangedF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box depth that represents the back side of the torso.\n\n"
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"@brief Percentage of the player's bounding box depth that represents the back side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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addField( "boxTorsoFrontPercentage", TypeF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoFrontPercentage", TypeRangedF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box depth that represents the front side of the torso.\n\n"
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"@brief Percentage of the player's bounding box depth that represents the front side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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"@see Player::getDamageLocation" );
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