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Integrates components into the update and render loop.
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3 changed files with 46 additions and 1 deletions
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@ -36,6 +36,8 @@
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/std/stdMoveList.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "T3D/Components/coreInterfaces.h"
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#include "T3D/Components/Component.h"
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MODULE_BEGIN( ProcessList )
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@ -132,6 +134,16 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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UpdateInterface::all[i]->interpolateTick(mLastDelta);
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}
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// Inform objects of total elapsed delta so they can advance
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// client side animations.
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F32 dt = F32(timeDelta) / 1000;
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@ -146,6 +158,19 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (comp)
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{
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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}
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UpdateInterface::all[i]->advanceTime(dt);
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}
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return ret;
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}
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