mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-28 03:02:05 +00:00
Rename some variables
- Add order for loading Components - Enforce all components have Entity* in the first argument
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@@ -22,14 +22,14 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
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m_BaseCombatAI = m_ParentEntity->GetComponent<BaseCombatAIComponent>();
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//Try and fix the insane values:
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if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius = m_Info.wanderRadius * 0.5f;
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if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f;
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if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed = m_Info.wanderSpeed * 0.5f;
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m_BaseSpeed = GetBaseSpeed(m_OwningEntity->GetLOT());
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m_BaseSpeed = GetBaseSpeed(m_ParentEntity->GetLOT());
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m_NextWaypoint = GetCurrentPosition();
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m_Acceleration = 0.4f;
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@@ -149,7 +149,7 @@ nextAction:
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SetVelocity(velocity);
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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}
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const MovementAIInfo& MovementAIComponent::GetInfo() const {
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@@ -179,7 +179,7 @@ NiPoint3 MovementAIComponent::GetNextWaypoint() const {
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}
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NiPoint3 MovementAIComponent::GetCurrentPosition() const {
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return m_OwningEntity->GetPosition();
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return m_ParentEntity->GetPosition();
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}
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NiPoint3 MovementAIComponent::ApproximateLocation() const {
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@@ -221,7 +221,7 @@ bool MovementAIComponent::Warp(const NiPoint3& point) {
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SetPosition(destination);
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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return true;
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}
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@@ -253,7 +253,7 @@ void MovementAIComponent::Stop() {
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m_CurrentSpeed = 0;
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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}
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void MovementAIComponent::PullToPoint(const NiPoint3& point) {
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@@ -322,7 +322,7 @@ foundComponent:
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}
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void MovementAIComponent::SetPosition(const NiPoint3& value) {
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auto* controllablePhysicsComponent = m_OwningEntity->GetComponent<ControllablePhysicsComponent>();
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auto* controllablePhysicsComponent = m_ParentEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(value);
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@@ -330,7 +330,7 @@ void MovementAIComponent::SetPosition(const NiPoint3& value) {
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return;
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}
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auto* simplePhysicsComponent = m_OwningEntity->GetComponent<SimplePhysicsComponent>();
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auto* simplePhysicsComponent = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetPosition(value);
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@@ -342,7 +342,7 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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return;
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}
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auto* controllablePhysicsComponent = m_OwningEntity->GetComponent<ControllablePhysicsComponent>();
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auto* controllablePhysicsComponent = m_ParentEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetRotation(value);
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@@ -350,7 +350,7 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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return;
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}
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auto* simplePhysicsComponent = m_OwningEntity->GetComponent<SimplePhysicsComponent>();
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auto* simplePhysicsComponent = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetRotation(value);
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@@ -358,7 +358,7 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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}
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void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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auto* controllablePhysicsComponent = m_OwningEntity->GetComponent<ControllablePhysicsComponent>();
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auto* controllablePhysicsComponent = m_ParentEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetVelocity(value);
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@@ -366,7 +366,7 @@ void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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return;
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}
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auto* simplePhysicsComponent = m_OwningEntity->GetComponent<SimplePhysicsComponent>();
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auto* simplePhysicsComponent = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetVelocity(value);
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