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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 20:29:10 +00:00

Obliterate hsBool

This commit is contained in:
2012-07-11 01:28:00 -04:00
parent 5f78b33db4
commit a709e17069
1041 changed files with 7889 additions and 8070 deletions

View File

@ -189,14 +189,14 @@ public:
{
fAchievedLinearVelocity.Set(0.f,0.f,0.f);
}
virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0;
virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, bool vsDynamics, bool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0;
//this should only be used to force a move it could place your head into a wall and that would be good
virtual float GetHeight() {return fHeight;}
virtual float GetRadius() {return fRadius;}
//Wether the avatar thing has mass and forces things down or not, and changes the way things move
//This is an attempt fix things like riding on an animated physical
virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)=0;
virtual hsBool BehavingLikeAnAnimatedPhysical()=0;
virtual void BehaveLikeAnimatedPhysical(bool actLikeAnAnimatedPhys)=0;
virtual bool BehavingLikeAnAnimatedPhysical()=0;
protected:
plKey fOwner;
@ -256,7 +256,7 @@ public:
virtual void ResetAirTime() { fTimeInAir = 0.f; }
protected:
virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical()=0;
virtual bool IRequireBehaviourLikeAnAnimatedPhysical()=0;
virtual void IApplyKinematic();
plPhysicalControllerCore* fCore;
hsVector3 fLinearAcceleration;
@ -302,7 +302,7 @@ protected:
bool fHitHead;
bool fOnTopOfAnimatedPhysLastFrame;
hsTArray<hsVector3> fPrevSlidingNormals;
virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
};
class plSwimStrategy: public plMovementStrategy
@ -314,16 +314,16 @@ public:
virtual void Apply(float delSecs);
virtual void Update(float delSecs);
float GetBuoyancy() { return fBuoyancy; }
hsBool IsOnGround() { return fOnGround; }
hsBool HadContacts() { return fHadContacts; }
bool IsOnGround() { return fOnGround; }
bool HadContacts() { return fHadContacts; }
virtual void IAddContactNormals(hsVector3& vec);
protected:
virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
private:
void IAdjustBuoyancy();
float fBuoyancy;
hsBool fOnGround;
hsBool fHadContacts;
bool fOnGround;
bool fHadContacts;
float fSurfaceHeight;
plSwimRegionInterface *fCurrentRegion;
};
@ -341,9 +341,9 @@ public:
void GroundHit() { fGroundHit = true; }
virtual void StartJump(){fStartJump = true;}
protected:
virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return false;}
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return false;}
bool ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos);
hsBool fNeedVelocityOverride;
bool fNeedVelocityOverride;
hsVector3 fOverrideVelocity;
bool fStartJump;
};