mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #2092 from Azaezel/AIAimpoint
adds fallbacks to the aiTurret's scannode to operate similar to the aimNode
This commit is contained in:
commit
a482977ab8
|
|
@ -249,14 +249,11 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
|
|||
// We have mShape at this point. Resolve nodes.
|
||||
scanNode = mShape->findNode("scanPoint");
|
||||
aimNode = mShape->findNode("aimPoint");
|
||||
if (aimNode == -1)
|
||||
{
|
||||
aimNode = pitchNode;
|
||||
}
|
||||
if (aimNode == -1)
|
||||
{
|
||||
aimNode = headingNode;
|
||||
}
|
||||
|
||||
if (scanNode == -1) scanNode = pitchNode;
|
||||
if (scanNode == -1) scanNode = headingNode;
|
||||
if (aimNode == -1) aimNode = pitchNode;
|
||||
if (aimNode == -1) aimNode = headingNode;
|
||||
|
||||
// Resolve state sequence names & emitter nodes
|
||||
isAnimated = false;
|
||||
|
|
|
|||
Loading…
Reference in a new issue