Made some tweaks so I'm happy with it.

* Removed #defines
 * Fall back to using visible distance if ghost distance is not used
 * Removed ghost distance from level files as it will default
 * Renamed mConnectionVisibleDistance for consistency
This commit is contained in:
Daniel Buckmaster 2014-12-07 19:11:10 +11:00
parent 578c4e8f4f
commit a928d142f7
15 changed files with 21 additions and 100 deletions

View file

@ -42,10 +42,7 @@
#include "math/mathIO.h"
#include "math/mTransform.h"
#include "T3D/gameBase/gameProcess.h"
#ifdef GHOSTSCOPING
#include "T3D/gameBase/gameConnection.h"
#endif
IMPLEMENT_CONOBJECT(SceneObject);
@ -668,15 +665,11 @@ static void scopeCallback( SceneObject* obj, void* conPtr )
void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
{
#ifdef GHOSTSCOPING
SceneManager* scenemanager = getSceneManager();
SceneManager* sceneManager = getSceneManager();
GameConnection* conn = dynamic_cast<GameConnection*> (connection);
if (conn && conn->getVisibleGhostDistance() == 0.0f)
query->visibleDistance = scenemanager->getVisibleGhostDistance();
else
query->visibleDistance = conn->getVisibleGhostDistance();
#endif
if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
query->visibleDistance = sceneManager->getVisibleDistance();
// Object itself is in scope.