chore: rename VehiclePhysics to HavokVehiclePhysics (#1331)

since that is it's true name
and there's another VehiclePhysics component that is simply named that
This commit is contained in:
Aaron Kimbrell
2023-12-04 09:20:41 -06:00
committed by GitHub
parent 731b828c12
commit 3d85f6639e
11 changed files with 51 additions and 51 deletions

View File

@@ -27,7 +27,7 @@
#include "Zone.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "VehiclePhysicsComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "dConfig.h"
#include "CharacterComponent.h"
#include "Database.h"
@@ -187,17 +187,17 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
if (possessableComponent->GetPossessionType() != ePossessionType::ATTACHED_VISIBLE) updateChar = false;
}
auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetPosition(position);
vehiclePhysicsComponent->SetRotation(rotation);
vehiclePhysicsComponent->SetIsOnGround(onGround);
vehiclePhysicsComponent->SetIsOnRail(onRail);
vehiclePhysicsComponent->SetVelocity(velocity);
vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent != nullptr) {
havokVehiclePhysicsComponent->SetPosition(position);
havokVehiclePhysicsComponent->SetRotation(rotation);
havokVehiclePhysicsComponent->SetIsOnGround(onGround);
havokVehiclePhysicsComponent->SetIsOnRail(onRail);
havokVehiclePhysicsComponent->SetVelocity(velocity);
havokVehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
havokVehiclePhysicsComponent->SetAngularVelocity(angVelocity);
havokVehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
havokVehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
} else {
// Need to get the mount's controllable physics
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();