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https://github.com/TorqueGameEngines/Torque3D.git
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Removed indentation fixes.
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9bdeabf22c
commit
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1 changed files with 150 additions and 150 deletions
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@ -95,14 +95,14 @@ ConsoleDocClass( ProjectileData,
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"@endtsexample\n"
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"@endtsexample\n"
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"@ingroup gameObjects\n"
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"@ingroup gameObjects\n"
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);
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);
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IMPLEMENT_CO_NETOBJECT_V1(Projectile);
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IMPLEMENT_CO_NETOBJECT_V1(Projectile);
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ConsoleDocClass( 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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"@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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"@ingroup gameObjects\n"
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);
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);
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IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ),
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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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( proj, pos, fade ),
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@ -396,9 +396,9 @@ void ProjectileData::packData(BitStream* stream)
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stream->write(impactForce);
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stream->write(impactForce);
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// stream->writeRangedU32(lifetime, 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(armingDelay, 0, Projectile::MaxLivingTicks);
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// stream->writeRangedU32(fadeDelay, 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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// [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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// code limited these to a max value of 4095.
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@ -455,9 +455,9 @@ void ProjectileData::unpackData(BitStream* stream)
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lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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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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// [tom, 3/21/2007] See comment in packData()
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// lifetime = 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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// armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
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// fadeDelay = 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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stream->read(&impactForce);
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