remove unused headers

comment about how controllable physics is the correct way to do this
right now they have moving plat comps, and that is not correct
This commit is contained in:
Aaron Kimbre 2022-09-03 22:26:00 -05:00
parent 67ec10ac0d
commit 2946a612fb
2 changed files with 2 additions and 9 deletions

View File

@ -4,6 +4,4 @@
class LupGenericInteract : public CppScripts::Script { class LupGenericInteract : public CppScripts::Script {
public: public:
void OnUse(Entity* self, Entity* user) override; void OnUse(Entity* self, Entity* user) override;
private:
const uint32_t frakjawChestId = 16486;
}; };

View File

@ -1,12 +1,8 @@
#include "WblRobotCitizen.h" #include "WblRobotCitizen.h"
#include "GameMessages.h" #include "GameMessages.h"
#include "MovingPlatformComponent.h"
#include "dLogger.h"
void WblRobotCitizen::OnStartup(Entity* self) { void WblRobotCitizen::OnStartup(Entity* self) {
auto movingPlatformComponent = self->GetComponent<MovingPlatformComponent>(); // TODO: make it move via controllable physics
if (movingPlatformComponent) movingPlatformComponent->StartPathing();
} }
void WblRobotCitizen::OnUse(Entity* self, Entity* user) { void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
@ -19,6 +15,5 @@ void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
} }
void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) { void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
auto movingPlatformComponent = self->GetComponent<MovingPlatformComponent>(); // TODO: make it move via controllable physics
if (movingPlatformComponent) movingPlatformComponent->ContinuePathing();
} }