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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 07:45:40 +00:00
removes non-functional shield and invincibility functionality.
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e2dcde721d
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8d90558279
2 changed files with 5 additions and 252 deletions
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@ -689,7 +689,6 @@ public:
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MaxMountedImages = 4, ///< Should be a power of 2
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MaxImageEmitters = 3,
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NumImageBits = 3,
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ShieldNormalBits = 8,
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CollisionTimeoutValue = 250 ///< Timeout in ms.
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};
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@ -743,17 +742,6 @@ protected:
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/// @}
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/// @name Invincibility
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/// @{
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F32 mInvincibleCount;
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F32 mInvincibleTime;
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F32 mInvincibleSpeed;
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F32 mInvincibleDelta;
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F32 mInvincibleEffect;
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F32 mInvincibleFade;
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bool mInvincibleOn;
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/// @}
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/// @name Motion
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/// @{
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bool mMoveMotion; ///< Indicates that a Move has come in requesting x, y or z motion
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@ -918,9 +906,6 @@ protected:
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bool mFlipFadeVal;
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/// Last shield direction (cur. unused)
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Point3F mShieldNormal;
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/// Camera shake caused by weapon fire.
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CameraShake *mWeaponCamShake;
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@ -1156,11 +1141,9 @@ public:
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DamageMask = Parent::NextFreeMask << 1,
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NoWarpMask = Parent::NextFreeMask << 2,
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CloakMask = Parent::NextFreeMask << 3,
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ShieldMask = Parent::NextFreeMask << 4,
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InvincibleMask = Parent::NextFreeMask << 5,
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SkinMask = Parent::NextFreeMask << 6,
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MeshHiddenMask = Parent::NextFreeMask << 7,
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SoundMaskN = Parent::NextFreeMask << 8, ///< Extends + MaxSoundThreads bits
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SkinMask = Parent::NextFreeMask << 4,
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MeshHiddenMask = Parent::NextFreeMask << 5,
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SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
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ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
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ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
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NextFreeMask = ImageMaskN << MaxMountedImages
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@ -1702,26 +1685,6 @@ public:
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virtual void setWhiteOut(const F32);
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/// @}
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/// @name Invincibility effect
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/// This is the screen effect when invincible in the HUD
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/// @see GameRenderFilters()
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/// @{
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/// Returns the level of invincibility effect
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virtual F32 getInvincibleEffect() const;
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/// Initializes invincibility effect and interpolation parameters
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///
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/// @param time Time it takes to become invincible
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/// @param speed Speed at which invincibility effects progress
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virtual void setupInvincibleEffect(F32 time, F32 speed);
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/// Advance invincibility effect animation
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/// @param dt Time since last call of this function
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virtual void updateInvincibleEffect(F32 dt);
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/// @}
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/// @name Movement & velocity
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/// @{
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