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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Removed indentation fixes.
This commit is contained in:
parent
9bdeabf22c
commit
eacbb47681
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@ -56,75 +56,75 @@
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IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
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ConsoleDocClass( ProjectileData,
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"@brief Stores properties for an individual projectile type.\n"
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"@brief Stores properties for an individual projectile type.\n"
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"@tsexample\n"
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"datablock ProjectileData(GrenadeLauncherProjectile)\n"
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"{\n"
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" projectileShapeName = \"art/shapes/weapons/SwarmGun/rocket.dts\";\n"
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"directDamage = 30;\n"
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"radiusDamage = 30;\n"
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"damageRadius = 5;\n"
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"areaImpulse = 2000;\n"
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"@tsexample\n"
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"datablock ProjectileData(GrenadeLauncherProjectile)\n"
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"{\n"
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" projectileShapeName = \"art/shapes/weapons/SwarmGun/rocket.dts\";\n"
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"directDamage = 30;\n"
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"radiusDamage = 30;\n"
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"damageRadius = 5;\n"
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"areaImpulse = 2000;\n"
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"explosion = GrenadeLauncherExplosion;\n"
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"waterExplosion = GrenadeLauncherWaterExplosion;\n"
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"explosion = GrenadeLauncherExplosion;\n"
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"waterExplosion = GrenadeLauncherWaterExplosion;\n"
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"decal = ScorchRXDecal;\n"
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"splash = GrenadeSplash;\n"
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"decal = ScorchRXDecal;\n"
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"splash = GrenadeSplash;\n"
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"particleEmitter = GrenadeProjSmokeTrailEmitter;\n"
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"particleWaterEmitter = GrenadeTrailWaterEmitter;\n"
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"particleEmitter = GrenadeProjSmokeTrailEmitter;\n"
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"particleWaterEmitter = GrenadeTrailWaterEmitter;\n"
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"muzzleVelocity = 30;\n"
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"velInheritFactor = 0.3;\n"
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"muzzleVelocity = 30;\n"
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"velInheritFactor = 0.3;\n"
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"armingDelay = 2000;\n"
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"lifetime = 10000;\n"
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"fadeDelay = 4500;\n"
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"armingDelay = 2000;\n"
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"lifetime = 10000;\n"
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"fadeDelay = 4500;\n"
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"bounceElasticity = 0.4;\n"
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"bounceFriction = 0.3;\n"
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"isBallistic = true;\n"
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"gravityMod = 0.9;\n"
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"bounceElasticity = 0.4;\n"
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"bounceFriction = 0.3;\n"
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"isBallistic = true;\n"
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"gravityMod = 0.9;\n"
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"lightDesc = GrenadeLauncherLightDesc;\n"
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"lightDesc = GrenadeLauncherLightDesc;\n"
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"damageType = \"GrenadeDamage\";\n"
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"};\n"
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"@endtsexample\n"
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"damageType = \"GrenadeDamage\";\n"
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"};\n"
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"@endtsexample\n"
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"@ingroup gameObjects\n"
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);
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"@ingroup gameObjects\n"
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);
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IMPLEMENT_CO_NETOBJECT_V1(Projectile);
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ConsoleDocClass( Projectile,
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"@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n"
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"@ingroup gameObjects\n"
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);
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"@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n"
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"@ingroup gameObjects\n"
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);
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IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ),
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( proj, pos, fade ),
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"@brief Called when a projectile explodes.\n\n"
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"@brief Called when a projectile explodes.\n\n"
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"This function is only called on server objects.\n"
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"@param proj The exploding projectile.\n"
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"@param pos The position of the explosion.\n"
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"@param fade The current fadeValue of the projectile, affects its visibility.\n\n"
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"@see Projectile\n"
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);
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"@param pos The position of the explosion.\n"
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"@param fade The current fadeValue of the projectile, affects its visibility.\n\n"
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"@see Projectile\n"
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);
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IMPLEMENT_CALLBACK( ProjectileData, onCollision, void, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ),
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( proj, col, fade, pos, normal ),
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"@brief Called when a projectile collides with another object.\n\n"
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"@brief Called when a projectile collides with another object.\n\n"
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"This function is only called on server objects."
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"@param proj The projectile colliding with SceneObject col.\n"
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"@param col The SceneObject hit by the projectile.\n"
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"@param fade The current fadeValue of the projectile, affects its visibility.\n"
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"@param pos The position of the collision.\n"
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"@param proj The projectile colliding with SceneObject col.\n"
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"@param col The SceneObject hit by the projectile.\n"
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"@param fade The current fadeValue of the projectile, affects its visibility.\n"
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"@param pos The position of the collision.\n"
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"@param normal The normal of the collision.\n"
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"@see Projectile\n"
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);
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"@see Projectile\n"
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);
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const U32 Projectile::csmStaticCollisionMask = TerrainObjectType | StaticShapeObjectType;
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@ -159,11 +159,11 @@ ProjectileData::ProjectileData()
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isBallistic = false;
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velInheritFactor = 1.0f;
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muzzleVelocity = 50;
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velInheritFactor = 1.0f;
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muzzleVelocity = 50;
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impactForce = 0.0f;
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armingDelay = 0;
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armingDelay = 0;
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fadeDelay = 20000 / 32;
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lifetime = 20000 / 32;
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@ -243,7 +243,7 @@ void ProjectileData::initPersistFields()
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"This value is never modified by the engine.\n\n"
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"@note This value by default is not transmitted between the server and the client.\n\n"
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"@see velInheritFactor");
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addField("impactForce", TypeF32, Offset(impactForce, ProjectileData));
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addProtectedField("lifetime", TypeS32, Offset(lifetime, ProjectileData), &setLifetime, &getScaledValue,
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@ -293,7 +293,7 @@ bool ProjectileData::preload(bool server, String &errorStr)
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{
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if (Parent::preload(server, errorStr) == false)
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return false;
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if( !server )
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{
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if (!particleEmitter && particleEmitterId != 0)
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@ -366,39 +366,39 @@ void ProjectileData::packData(BitStream* stream)
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if (stream->writeFlag(particleEmitter != NULL))
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stream->writeRangedU32(particleEmitter->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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if (stream->writeFlag(particleWaterEmitter != NULL))
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stream->writeRangedU32(particleWaterEmitter->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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if (stream->writeFlag(explosion != NULL))
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stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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if (stream->writeFlag(waterExplosion != NULL))
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stream->writeRangedU32(waterExplosion->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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if (stream->writeFlag(splash != NULL))
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stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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if (stream->writeFlag(decal != NULL))
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stream->writeRangedU32(decal->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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sfxWrite( stream, sound );
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if ( stream->writeFlag(lightDesc != NULL))
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stream->writeRangedU32(lightDesc->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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DataBlockObjectIdLast);
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stream->write(impactForce);
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// stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks);
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// [tom, 3/21/2007] Changing these to write all 32 bits as the previous
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// code limited these to a max value of 4095.
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@ -442,22 +442,22 @@ void ProjectileData::unpackData(BitStream* stream)
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if (stream->readFlag())
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waterExplosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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if (stream->readFlag())
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splashId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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if (stream->readFlag())
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decalId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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sfxRead( stream, &sound );
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if (stream->readFlag())
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lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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// [tom, 3/21/2007] See comment in packData()
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// lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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stream->read(&impactForce);
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@ -476,9 +476,9 @@ void ProjectileData::unpackData(BitStream* stream)
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bool ProjectileData::setLifetime( void *obj, const char *index, const char *data )
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{
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S32 value = dAtoi(data);
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S32 value = dAtoi(data);
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value = scaleValue(value);
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ProjectileData *object = static_cast<ProjectileData*>(obj);
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object->lifetime = value;
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@ -487,7 +487,7 @@ bool ProjectileData::setLifetime( void *obj, const char *index, const char *data
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bool ProjectileData::setArmingDelay( void *obj, const char *index, const char *data )
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{
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S32 value = dAtoi(data);
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S32 value = dAtoi(data);
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value = scaleValue(value);
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ProjectileData *object = static_cast<ProjectileData*>(obj);
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@ -498,7 +498,7 @@ bool ProjectileData::setArmingDelay( void *obj, const char *index, const char *d
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bool ProjectileData::setFadeDelay( void *obj, const char *index, const char *data )
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{
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S32 value = dAtoi(data);
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S32 value = dAtoi(data);
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value = scaleValue(value);
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ProjectileData *object = static_cast<ProjectileData*>(obj);
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@ -510,7 +510,7 @@ bool ProjectileData::setFadeDelay( void *obj, const char *index, const char *dat
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const char *ProjectileData::getScaledValue( void *obj, const char *data)
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{
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S32 value = dAtoi(data);
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S32 value = dAtoi(data);
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value = scaleValue(value, false);
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String stringData = String::ToString(value);
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@ -524,19 +524,19 @@ S32 ProjectileData::scaleValue( S32 value, bool down )
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{
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S32 minV = 0;
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S32 maxV = Projectile::MaxLivingTicks;
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// scale down to ticks before we validate
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if( down )
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value /= TickMs;
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if(value < minV || value > maxV)
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{
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{
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Con::errorf("ProjectileData::scaleValue(S32 value = %d, bool down = %b) - Scaled value must be between %d and %d", value, down, minV, maxV);
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if(value < minV)
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value = minV;
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else if(value > maxV)
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value = maxV;
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}
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if(value < minV)
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value = minV;
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else if(value > maxV)
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value = maxV;
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}
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// scale up from ticks after we validate
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if( !down )
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@ -549,7 +549,7 @@ S32 ProjectileData::scaleValue( S32 value, bool down )
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//--------------------------------------
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//
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Projectile::Projectile()
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: mPhysicsWorld( NULL ),
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: mPhysicsWorld( NULL ),
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mCurrPosition( 0, 0, 0 ),
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mCurrVelocity( 0, 0, 1 ),
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mSourceObjectId( -1 ),
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@ -619,12 +619,12 @@ bool Projectile::_setInitialPosition( void *object, const char *index, const cha
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Projectile* p = static_cast<Projectile*>( object );
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if ( p )
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{
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Point3F pos;
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Point3F pos;
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S32 count = dSscanf( data, "%f %f %f",
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&pos.x, &pos.y, &pos.z);
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if ( (count != 3) )
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S32 count = dSscanf( data, "%f %f %f",
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&pos.x, &pos.y, &pos.z);
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if ( (count != 3) )
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{
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Con::printf("Projectile: Failed to parse initial position \"px py pz\" from '%s'", data);
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return false;
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@ -646,12 +646,12 @@ bool Projectile::_setInitialVelocity( void *object, const char *index, const cha
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Projectile* p = static_cast<Projectile*>( object );
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if ( p )
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{
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Point3F vel;
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Point3F vel;
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S32 count = dSscanf( data, "%f %f %f",
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&vel.x, &vel.y, &vel.z);
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if ( (count != 3) )
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S32 count = dSscanf( data, "%f %f %f",
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&vel.x, &vel.y, &vel.z);
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if ( (count != 3) )
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{
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Con::printf("Projectile: Failed to parse initial velocity \"vx vy vz\" from '%s'", data);
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return false;
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@ -826,7 +826,7 @@ void Projectile::submitLights( LightManager *lm, bool staticLighting )
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{
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if ( staticLighting || mHasExploded || !mDataBlock->lightDesc )
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return;
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mDataBlock->lightDesc->submitLight( &mLightState, getRenderTransform(), lm, this );
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}
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@ -834,7 +834,7 @@ bool Projectile::pointInWater(const Point3F &point)
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{
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// This is pretty much a hack so we can use the existing ContainerQueryInfo
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// and findObject router.
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// We only care if we intersect with water at all
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// so build a box at the point that has only 1 z extent.
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// And test if water coverage is anything other than zero.
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@ -845,7 +845,7 @@ bool Projectile::pointInWater(const Point3F &point)
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ContainerQueryInfo info;
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info.box = boundsBox;
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info.mass = 0.0f;
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// Find and retreive physics info from intersecting WaterObject(s)
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if(mContainer != NULL)
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{
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@ -968,7 +968,7 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
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mExplosionNormal = n;
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mCollideHitType = collideType;
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mDataBlock->onExplode_callback( this, mExplosionPosition, mFadeValue );
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mDataBlock->onExplode_callback( this, mExplosionPosition, mFadeValue );
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setMaskBits(ExplosionMask);
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@ -987,34 +987,34 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
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pExplosion->onNewDataBlock(mDataBlock->waterExplosion, false);
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}
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else
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if (mDataBlock->explosion)
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if (mDataBlock->explosion)
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{
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pExplosion = new Explosion;
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pExplosion->onNewDataBlock(mDataBlock->explosion, false);
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}
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if( pExplosion )
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{
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MatrixF xform(true);
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xform.setPosition(explodePos);
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pExplosion->setTransform(xform);
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pExplosion->setInitialState(explodePos, n);
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pExplosion->setCollideType( collideType );
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if (pExplosion->registerObject() == false)
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{
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pExplosion = new Explosion;
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pExplosion->onNewDataBlock(mDataBlock->explosion, false);
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Con::errorf(ConsoleLogEntry::General, "Projectile(%s)::explode: couldn't register explosion",
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mDataBlock->getName() );
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delete pExplosion;
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pExplosion = NULL;
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}
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}
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if( pExplosion )
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{
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MatrixF xform(true);
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xform.setPosition(explodePos);
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pExplosion->setTransform(xform);
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pExplosion->setInitialState(explodePos, n);
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pExplosion->setCollideType( collideType );
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if (pExplosion->registerObject() == false)
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{
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Con::errorf(ConsoleLogEntry::General, "Projectile(%s)::explode: couldn't register explosion",
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mDataBlock->getName() );
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delete pExplosion;
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pExplosion = NULL;
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}
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}
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// Client (impact) decal.
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if ( mDataBlock->decal )
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gDecalManager->addDecal( p, n, 0.0f, mDataBlock->decal );
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// Client (impact) decal.
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if ( mDataBlock->decal )
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gDecalManager->addDecal( p, n, 0.0f, mDataBlock->decal );
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// Client object
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updateSound();
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// Client object
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updateSound();
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}
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/*
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||||
|
|
@ -1022,8 +1022,8 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
|
|||
// within the explosion.
|
||||
if ( false && mPhysicsWorld )
|
||||
{
|
||||
F32 force = 200.0f;
|
||||
mPhysicsWorld->explosion( p, 15.0f, force );
|
||||
F32 force = 200.0f;
|
||||
mPhysicsWorld->explosion( p, 15.0f, force );
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
|
@ -1063,7 +1063,7 @@ void Projectile::simulate( F32 dt )
|
|||
deleteObject();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if ( mHasExploded )
|
||||
return;
|
||||
|
||||
|
|
@ -1194,7 +1194,7 @@ void Projectile::advanceTime(F32 dt)
|
|||
return;
|
||||
|
||||
if (mActivateThread &&
|
||||
mProjectileShape->getDuration(mActivateThread) > mProjectileShape->getTime(mActivateThread) + dt)
|
||||
mProjectileShape->getDuration(mActivateThread) > mProjectileShape->getTime(mActivateThread) + dt)
|
||||
{
|
||||
mProjectileShape->advanceTime(dt, mActivateThread);
|
||||
}
|
||||
|
|
@ -1230,7 +1230,7 @@ void Projectile::interpolateTick(F32 delta)
|
|||
dir.normalize();
|
||||
|
||||
MatrixF xform(true);
|
||||
xform = MathUtils::createOrientFromDir(dir);
|
||||
xform = MathUtils::createOrientFromDir(dir);
|
||||
xform.setPosition(interpPos);
|
||||
setRenderTransform(xform);
|
||||
|
||||
|
|
@ -1258,7 +1258,7 @@ void Projectile::onCollision(const Point3F& hitPosition, const Point3F& hitNorma
|
|||
|
||||
if (hitObject != NULL && isServerObject())
|
||||
{
|
||||
mDataBlock->onCollision_callback( this, hitObject, mFadeValue, hitPosition, hitNormal );
|
||||
mDataBlock->onCollision_callback( this, hitObject, mFadeValue, hitPosition, hitNormal );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1282,12 +1282,12 @@ U32 Projectile::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
|
|||
if ( stream->writeFlag( ghostIndex != -1 ) )
|
||||
{
|
||||
stream->writeRangedU32( U32(ghostIndex),
|
||||
0,
|
||||
NetConnection::MaxGhostCount );
|
||||
0,
|
||||
NetConnection::MaxGhostCount );
|
||||
|
||||
stream->writeRangedU32( U32(mSourceObjectSlot),
|
||||
0,
|
||||
ShapeBase::MaxMountedImages - 1 );
|
||||
0,
|
||||
ShapeBase::MaxMountedImages - 1 );
|
||||
}
|
||||
else
|
||||
// have not recieved the ghost for the source object yet, try again later
|
||||
|
|
@ -1322,7 +1322,7 @@ U32 Projectile::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
|
|||
void Projectile::unpackUpdate(NetConnection* con, BitStream* stream)
|
||||
{
|
||||
Parent::unpackUpdate(con, stream);
|
||||
|
||||
|
||||
if ( stream->readFlag() ) // InitialUpdateMask
|
||||
{
|
||||
mCurrTick = stream->readRangedU32( 0, MaxLivingTicks );
|
||||
|
|
@ -1342,7 +1342,7 @@ void Projectile::unpackUpdate(NetConnection* con, BitStream* stream)
|
|||
mSourceObject = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if ( stream->readFlag() ) // ExplosionMask
|
||||
{
|
||||
Point3F explodePoint;
|
||||
|
|
@ -1382,12 +1382,12 @@ void Projectile::prepRenderImage( SceneRenderState* state )
|
|||
/*
|
||||
if ( mFlareData )
|
||||
{
|
||||
mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
|
||||
mFlareState.scale = mFlareScale;
|
||||
mFlareState.lightInfo = mLight;
|
||||
mFlareState.lightMat = getTransform();
|
||||
mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
|
||||
mFlareState.scale = mFlareScale;
|
||||
mFlareState.lightInfo = mLight;
|
||||
mFlareState.lightMat = getTransform();
|
||||
|
||||
mFlareData->prepRender( state, &mFlareState );
|
||||
mFlareData->prepRender( state, &mFlareState );
|
||||
}
|
||||
*/
|
||||
|
||||
|
|
@ -1423,18 +1423,18 @@ void Projectile::prepBatchRender( SceneRenderState *state )
|
|||
}
|
||||
|
||||
DefineEngineMethod(Projectile, presimulate, void, (F32 seconds), (1.0f),
|
||||
"@brief Updates the projectile's positional and collision information.\n\n"
|
||||
"This function will first delete the projectile if it is a server object and is outside it's ProjectileData::lifetime. "
|
||||
"Also responsible for applying gravity, determining collisions, triggering explosions, "
|
||||
"emitting trail particles, and calculating bounces if necessary."
|
||||
"@param seconds Amount of time, in seconds since the simulation's start, to advance.\n"
|
||||
"@tsexample\n"
|
||||
"// Tell the projectile to process a simulation event, and provide the amount of time\n"
|
||||
"// that has passed since the simulation began.\n"
|
||||
"%seconds = 2.0;\n"
|
||||
"%projectile.presimulate(%seconds);\n"
|
||||
"@endtsexample\n"
|
||||
"@note This function is not called if the SimObject::hidden is true.")
|
||||
"@brief Updates the projectile's positional and collision information.\n\n"
|
||||
"This function will first delete the projectile if it is a server object and is outside it's ProjectileData::lifetime. "
|
||||
"Also responsible for applying gravity, determining collisions, triggering explosions, "
|
||||
"emitting trail particles, and calculating bounces if necessary."
|
||||
"@param seconds Amount of time, in seconds since the simulation's start, to advance.\n"
|
||||
"@tsexample\n"
|
||||
"// Tell the projectile to process a simulation event, and provide the amount of time\n"
|
||||
"// that has passed since the simulation began.\n"
|
||||
"%seconds = 2.0;\n"
|
||||
"%projectile.presimulate(%seconds);\n"
|
||||
"@endtsexample\n"
|
||||
"@note This function is not called if the SimObject::hidden is true.")
|
||||
{
|
||||
object->simulate( seconds );
|
||||
}
|
||||
object->simulate( seconds );
|
||||
}
|
||||
Loading…
Reference in a new issue