Rename cmpPosition's IsFloating to CanFloat.
Reviewed By: fatherbushido Differential Revision: https://code.wildfiregames.com/D916 This was SVN commit r20201.
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@ -467,7 +467,7 @@ public:
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AdvertiseInterpolatedPositionChanges();
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}
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virtual bool IsFloating() const
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virtual bool CanFloat() const
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{
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return m_Floating;
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}
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@ -1771,7 +1771,7 @@ void CCmpUnitMotion::RenderPath(const WaypointPath& path, std::vector<SOverlayLi
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bool floating = false;
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CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
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if (cmpPosition)
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floating = cmpPosition->IsFloating();
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floating = cmpPosition->CanFloat();
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lines.clear();
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std::vector<float> waypointCoords;
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@ -35,7 +35,7 @@ DEFINE_INTERFACE_METHOD_1("SetHeightFixed", void, ICmpPosition, SetHeightFixed,
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DEFINE_INTERFACE_METHOD_CONST_0("GetHeightFixed", entity_pos_t, ICmpPosition, GetHeightFixed)
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DEFINE_INTERFACE_METHOD_CONST_0("IsHeightRelative", bool, ICmpPosition, IsHeightRelative)
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DEFINE_INTERFACE_METHOD_1("SetHeightRelative", void, ICmpPosition, SetHeightRelative, bool)
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DEFINE_INTERFACE_METHOD_CONST_0("IsFloating", bool, ICmpPosition, IsFloating)
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DEFINE_INTERFACE_METHOD_CONST_0("CanFloat", bool, ICmpPosition, CanFloat)
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DEFINE_INTERFACE_METHOD_1("SetFloating", void, ICmpPosition, SetFloating, bool)
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DEFINE_INTERFACE_METHOD_1("SetConstructionProgress", void, ICmpPosition, SetConstructionProgress, fixed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetPosition", CFixedVector3D, ICmpPosition, GetPosition)
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@ -137,9 +137,9 @@ public:
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virtual void SetHeightRelative(bool flag) = 0;
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/**
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* Returns whether the entity floats on water.
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* Returns whether the entity can float on water.
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*/
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virtual bool IsFloating() const = 0;
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virtual bool CanFloat() const = 0;
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/**
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* Set the entity to float on water
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@ -149,7 +149,7 @@ public:
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// Move into the world, the fixed height uses the water level minus the float depth as a base
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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TS_ASSERT(cmp->IsFloating());
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TS_ASSERT(cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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@ -173,7 +173,7 @@ public:
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// The entity can't float anymore, the fixed height is computed from the terrain base
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->IsFloating());
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(73));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 73, 200));
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@ -201,7 +201,7 @@ public:
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// The entity can't float anymore and height is not relative, fixed height doesn't change
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->IsFloating());
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(72));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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@ -54,7 +54,7 @@ public:
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virtual entity_pos_t GetHeightFixed() const { return entity_pos_t::Zero(); }
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virtual bool IsHeightRelative() const { return true; }
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virtual void SetHeightRelative(bool UNUSED(relative)) { }
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virtual bool IsFloating() const { return false; }
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virtual bool CanFloat() const { return false; }
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virtual void SetFloating(bool UNUSED(flag)) { }
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virtual void SetActorFloating(bool UNUSED(flag)) { }
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virtual void SetConstructionProgress(fixed UNUSED(progress)) { }
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@ -535,7 +535,7 @@ MESSAGEHANDLER(ObjectPreview)
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), g_PreviewEntityID);
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if (cmpPosition)
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{
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CVector3D pos = GetUnitPos(msg->pos, cmpPosition->IsFloating());
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CVector3D pos = GetUnitPos(msg->pos, cmpPosition->CanFloat());
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cmpPosition->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
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float angle;
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@ -730,7 +730,7 @@ BEGIN_COMMAND(MoveObjects)
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)msg->pivot);
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if (cmpPosition && cmpPosition->IsInWorld())
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{
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pivotFloating = cmpPosition->IsFloating();
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pivotFloating = cmpPosition->CanFloat();
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CFixedVector3D pivotFixed = cmpPosition->GetPosition();
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pivotPos = CVector3D(pivotFixed.X.ToFloat(), pivotFixed.Y.ToFloat(), pivotFixed.Z.ToFloat());
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}
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