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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 20:29:10 +00:00
Obliterate hsBool
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@ -189,14 +189,14 @@ public:
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{
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fAchievedLinearVelocity.Set(0.f,0.f,0.f);
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}
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virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0;
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virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, bool vsDynamics, bool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0;
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//this should only be used to force a move it could place your head into a wall and that would be good
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virtual float GetHeight() {return fHeight;}
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virtual float GetRadius() {return fRadius;}
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//Wether the avatar thing has mass and forces things down or not, and changes the way things move
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//This is an attempt fix things like riding on an animated physical
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virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)=0;
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virtual hsBool BehavingLikeAnAnimatedPhysical()=0;
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virtual void BehaveLikeAnimatedPhysical(bool actLikeAnAnimatedPhys)=0;
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virtual bool BehavingLikeAnAnimatedPhysical()=0;
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protected:
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plKey fOwner;
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@ -256,7 +256,7 @@ public:
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virtual void ResetAirTime() { fTimeInAir = 0.f; }
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protected:
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical()=0;
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virtual bool IRequireBehaviourLikeAnAnimatedPhysical()=0;
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virtual void IApplyKinematic();
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plPhysicalControllerCore* fCore;
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hsVector3 fLinearAcceleration;
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@ -302,7 +302,7 @@ protected:
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bool fHitHead;
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bool fOnTopOfAnimatedPhysLastFrame;
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hsTArray<hsVector3> fPrevSlidingNormals;
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
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virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
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};
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class plSwimStrategy: public plMovementStrategy
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@ -314,16 +314,16 @@ public:
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virtual void Apply(float delSecs);
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virtual void Update(float delSecs);
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float GetBuoyancy() { return fBuoyancy; }
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hsBool IsOnGround() { return fOnGround; }
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hsBool HadContacts() { return fHadContacts; }
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bool IsOnGround() { return fOnGround; }
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bool HadContacts() { return fHadContacts; }
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virtual void IAddContactNormals(hsVector3& vec);
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protected:
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
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virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
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private:
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void IAdjustBuoyancy();
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float fBuoyancy;
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hsBool fOnGround;
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hsBool fHadContacts;
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bool fOnGround;
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bool fHadContacts;
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float fSurfaceHeight;
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plSwimRegionInterface *fCurrentRegion;
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};
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@ -341,9 +341,9 @@ public:
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void GroundHit() { fGroundHit = true; }
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virtual void StartJump(){fStartJump = true;}
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protected:
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return false;}
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virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return false;}
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bool ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos);
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hsBool fNeedVelocityOverride;
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bool fNeedVelocityOverride;
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hsVector3 fOverrideVelocity;
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bool fStartJump;
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};
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