Some cleanup. Fix a comment.
This was SVN commit r15928.
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@ -90,7 +90,7 @@ TechnologyManager.prototype.CanProduce = function (templateName)
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return true; // If there is no required technology then this entity can be produced
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};
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TechnologyManager.prototype.IsTechnologyResearched = function (tech)
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TechnologyManager.prototype.IsTechnologyResearched = function(tech)
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{
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return (this.researchedTechs[tech] !== undefined);
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};
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@ -126,7 +126,7 @@ TechnologyManager.prototype.CanResearch = function(tech)
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};
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// Private function for checking a set of requirements is met
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TechnologyManager.prototype.CheckTechnologyRequirements = function (reqs)
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TechnologyManager.prototype.CheckTechnologyRequirements = function(reqs)
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{
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// If there are no requirements then all requirements are met
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if (!reqs)
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@ -185,7 +185,7 @@ TechnologyManager.prototype.CheckTechnologyRequirements = function (reqs)
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return false;
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};
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TechnologyManager.prototype.OnGlobalOwnershipChanged = function (msg)
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TechnologyManager.prototype.OnGlobalOwnershipChanged = function(msg)
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{
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// This automatically updates typeCounts, classCounts and typeCountsByClass
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var playerID = (Engine.QueryInterface(this.entity, IID_Player)).GetPlayerID();
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@ -275,7 +275,7 @@ TechnologyManager.prototype.OnGlobalOwnershipChanged = function (msg)
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};
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// Marks a technology as researched. Note that this does not verify that the requirements are met.
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TechnologyManager.prototype.ResearchTechnology = function (tech)
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TechnologyManager.prototype.ResearchTechnology = function(tech)
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{
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this.StoppedResearch(tech); // The tech is no longer being currently researched
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@ -395,19 +395,19 @@ TechnologyManager.prototype.ApplyModificationsTemplate = function(valueName, cur
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};
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// Marks a technology as being queued for research
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TechnologyManager.prototype.QueuedResearch = function (tech, researcher)
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TechnologyManager.prototype.QueuedResearch = function(tech, researcher)
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{
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this.researchQueued[tech] = researcher;
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};
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// Marks a technology as actively being researched
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TechnologyManager.prototype.StartedResearch = function (tech)
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TechnologyManager.prototype.StartedResearch = function(tech)
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{
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this.researchStarted[tech] = true;
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};
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// Marks a technology as not being currently researched
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TechnologyManager.prototype.StoppedResearch = function (tech)
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TechnologyManager.prototype.StoppedResearch = function(tech)
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{
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delete this.researchQueued[tech];
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delete this.researchStarted[tech];
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@ -2,13 +2,12 @@
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function ApplyValueModificationsToEntity(tech_type, current_value, entity)
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{
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var cmpTechMan = QueryOwnerInterface(entity, IID_TechnologyManager);
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if (cmpTechMan)
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var value = cmpTechMan.ApplyModifications(tech_type, current_value, entity);
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else
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var value = current_value;
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let value = current_value;
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let cmpTechnologyManager = QueryOwnerInterface(entity, IID_TechnologyManager);
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if (cmpTechnologyManager)
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value = cmpTechnologyManager.ApplyModifications(tech_type, current_value, entity);
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var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager);
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let cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager);
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if (!cmpAuraManager)
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return value;
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return cmpAuraManager.ApplyModifications(tech_type, value, entity);
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@ -16,23 +15,22 @@ function ApplyValueModificationsToEntity(tech_type, current_value, entity)
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function ApplyValueModificationsToPlayer(tech_type, current_value, player_entity)
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{
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var cmpTechMan = Engine.QueryInterface(player_entity, IID_TechnologyManager);
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let cmpTechnologyManager = Engine.QueryInterface(player_entity, IID_TechnologyManager);
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if (!cmpTechMan)
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if (!cmpTechnologyManager)
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return current_value;
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return cmpTechMan.ApplyModifications(tech_type, current_value, player_entity);
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return cmpTechnologyManager.ApplyModifications(tech_type, current_value, player_entity);
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}
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function ApplyValueModificationsToTemplate(tech_type, current_value, playerID, template)
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{
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var cmpTechMan = QueryPlayerIDInterface(playerID, IID_TechnologyManager);
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if (cmpTechMan)
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var value = cmpTechMan.ApplyModificationsTemplate(tech_type, current_value, template);
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else
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var value = current_value;
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let value = current_value;
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let cmpTechnologyManager = QueryPlayerIDInterface(playerID, IID_TechnologyManager);
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if (cmpTechnologyManager)
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value = cmpTechnologyManager.ApplyModificationsTemplate(tech_type, current_value, template);
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var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager);
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let cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager);
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if (!cmpAuraManager)
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return value;
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return cmpAuraManager.ApplyTemplateModifications(tech_type, value, playerID, template);
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@ -1047,7 +1047,7 @@ void CComponentManager::SendGlobalMessage(entity_id_t ent, const CMessage& msg)
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std::vector<ComponentTypeId>::const_iterator ctit = it->second.begin();
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for (; ctit != it->second.end(); ++ctit)
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{
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// Special case: Messages for non-local entities shouldn't be sent to script
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// Special case: Messages for local entities shouldn't be sent to script
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// components that subscribed globally, so that we don't have to worry about
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// them accidentally picking up non-network-synchronised data.
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if (ENTITY_IS_LOCAL(ent))
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