Remove Interior Object format (DIF)

This commit is contained in:
thecelloman 2013-04-05 12:39:26 -04:00
parent a868b649ad
commit b4ea1123dc
99 changed files with 76 additions and 17318 deletions

View file

@ -43,10 +43,10 @@
//----------------------------------------------------------------------------
const static U32 sCollisionMoveMask = ( TerrainObjectType | InteriorObjectType |
WaterObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType );
const static U32 sCollisionMoveMask = ( TerrainObjectType | WaterObjectType |
PlayerObjectType | StaticShapeObjectType |
VehicleObjectType | VehicleBlockerObjectType );
static U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
static U32 sClientCollisionMask = sCollisionMoveMask;

View file

@ -73,9 +73,9 @@ namespace {
const U32 sIntergrationsPerTick = 1;
const F32 sHoverVehicleGravity = -20;
const U32 sCollisionMoveMask = (TerrainObjectType | InteriorObjectType |
PlayerObjectType | StaticShapeObjectType |
VehicleObjectType | VehicleBlockerObjectType);
const U32 sCollisionMoveMask = (TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType);
const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
const U32 sClientCollisionMask = sCollisionMoveMask;
@ -724,7 +724,7 @@ void HoverVehicle::updateForces(F32 /*dt*/)
for (j = 0; j < 2; j++) {
if (getContainer()->castRay(stabPoints[j].wsPoint, stabPoints[j].wsPoint + stabPoints[j].wsExtension * 2.0,
TerrainObjectType |
InteriorObjectType | WaterObjectType, &rinfo))
WaterObjectType, &rinfo))
{
reallyFloating = false;

View file

@ -47,12 +47,12 @@
#include "lighting/lightQuery.h"
// Collision masks are used to determin what type of objects the
// Collision masks are used to determine what type of objects the
// wheeled vehicle will collide with.
static U32 sClientCollisionMask =
TerrainObjectType | InteriorObjectType |
PlayerObjectType | StaticShapeObjectType |
VehicleObjectType | VehicleBlockerObjectType;
TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType;
// Gravity constant
static F32 sWheeledVehicleGravity = -20;