forked from 0ad/0ad
Fix engine to respect lack of castshadow flag in actors.
Remove unused variable. This was SVN commit r11499.
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parent
8a5539f349
commit
6410d36a55
@ -34,8 +34,7 @@
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CObjectBase::CObjectBase(CObjectManager& objectManager)
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: m_ObjectManager(objectManager)
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{
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m_Properties.m_CastShadows = true;
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m_Properties.m_AutoFlatten = false;
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m_Properties.m_CastShadows = false;
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m_Properties.m_FloatOnWater = false;
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}
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@ -245,7 +244,7 @@ bool CObjectBase::Load(const VfsPath& pathname)
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}
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else if (child_name == el_castshadow)
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{
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m_Properties.m_CastShadows = true; // TODO: this is the default, so it's a bit useless
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m_Properties.m_CastShadows = true;
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}
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else if (child_name == el_float)
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{
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@ -143,8 +143,6 @@ public:
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CStrW m_ShortName;
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struct {
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// automatically flatten terrain when applying object
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bool m_AutoFlatten;
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// cast shadows from this object
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bool m_CastShadows;
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// float on top of water
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