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feat: Dragonmaw (#1562)
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
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@@ -41,6 +41,7 @@
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#include "ScriptedActivityComponent.h"
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#include "SkillComponent.h"
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#include "TriggerComponent.h"
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#include "RigidbodyPhantomPhysicsComponent.h"
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// Enums
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#include "eGameMasterLevel.h"
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@@ -1129,8 +1130,13 @@ namespace DEVGMCommands {
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void SpawnPhysicsVerts(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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//Go tell physics to spawn all the vertices:
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auto entities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PHANTOM_PHYSICS);
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for (auto en : entities) {
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auto phys = static_cast<PhantomPhysicsComponent*>(en->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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for (const auto* en : entities) {
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const auto* phys = static_cast<PhantomPhysicsComponent*>(en->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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if (phys)
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phys->SpawnVertices();
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}
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for (const auto* en : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS)) {
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const auto* phys = en->GetComponent<RigidbodyPhantomPhysicsComponent>();
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if (phys)
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phys->SpawnVertices();
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}
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