mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 14:14:33 +00:00
Update player.h
This commit is contained in:
parent
6e98dd6d03
commit
b49481dfbf
1 changed files with 3 additions and 6 deletions
|
|
@ -62,7 +62,6 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
|
||||||
typedef ShapeBaseData Parent;
|
typedef ShapeBaseData Parent;
|
||||||
enum Constants {
|
enum Constants {
|
||||||
RecoverDelayBits = 7,
|
RecoverDelayBits = 7,
|
||||||
ProneRecoverDelayBits = 7, //Skurps
|
|
||||||
JumpDelayBits = 7,
|
JumpDelayBits = 7,
|
||||||
NumSpineNodes = 6,
|
NumSpineNodes = 6,
|
||||||
ImpactBits = 3,
|
ImpactBits = 3,
|
||||||
|
|
@ -319,7 +318,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
|
||||||
|
|
||||||
NumExtraActionAnims = 512 - NumTableActionAnims,
|
NumExtraActionAnims = 512 - NumTableActionAnims,
|
||||||
NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
|
NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
|
||||||
ActionAnimBits = 10, // Skurps changed from 9
|
ActionAnimBits = 9,
|
||||||
NullAnimation = (1 << ActionAnimBits) - 1
|
NullAnimation = (1 << ActionAnimBits) - 1
|
||||||
};
|
};
|
||||||
int mDynamicAnimsStart;
|
int mDynamicAnimsStart;
|
||||||
|
|
@ -509,7 +508,7 @@ protected:
|
||||||
MoveState,
|
MoveState,
|
||||||
RecoverState,
|
RecoverState,
|
||||||
ProneRecoverState, // Skurps
|
ProneRecoverState, // Skurps
|
||||||
NumStateBits = 4 // Skurps
|
NumStateBits = 3
|
||||||
};
|
};
|
||||||
ActionState mState; ///< What is the player doing? @see ActionState
|
ActionState mState; ///< What is the player doing? @see ActionState
|
||||||
bool mFalling; ///< Falling in mid-air?
|
bool mFalling; ///< Falling in mid-air?
|
||||||
|
|
@ -570,9 +569,7 @@ protected:
|
||||||
|
|
||||||
U32 mReversePending;
|
U32 mReversePending;
|
||||||
F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
|
F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
|
||||||
/// this is how long the player will be in the land sequence.
|
/// this is how long the player will be in the land sequence. Also used by proneRecoverState. -Skurps
|
||||||
|
|
||||||
F32 mProneRecoverDelay; ///< Set by proneInSequenceTime, proneOutSequenceTime, or proneDiveSequenceTime -Skurps
|
|
||||||
|
|
||||||
bool mInWater; ///< Is true if WaterCoverage is greater than zero
|
bool mInWater; ///< Is true if WaterCoverage is greater than zero
|
||||||
bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold
|
bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue