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https://github.com/DarkflameUniverse/DarkflameServer.git
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this took 4 eons to get compiling again
Update Zone.cpp Update Zone.h Update Zone.h Update MovingPlatformComponent.cpp Update ProximityMonitorComponent.cpp quick cleanup Use correct logging
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@@ -22,7 +22,6 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Phy
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_dpEntity = nullptr;
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m_Static = false;
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m_SpeedMultiplier = 1;
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@@ -68,7 +67,7 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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}
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_Velocity == NiPoint3::ZERO) return;
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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SetPosition(m_Position + (m_Velocity * deltaTime));
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@@ -117,8 +116,8 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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if (!bIsInitialUpdate) m_DirtyBubble = false;
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}
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bool isVelocityZero = m_Velocity != NiPoint3::ZERO;
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bool isAngularVelocityZero = m_AngularVelocity != NiPoint3::ZERO;
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bool isVelocityZero = m_Velocity != NiPoint3Constant::ZERO;
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bool isAngularVelocityZero = m_AngularVelocity != NiPoint3Constant::ZERO;
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bool shouldWriteFrameStats = m_DirtyPosition || bIsInitialUpdate || isVelocityZero || isAngularVelocityZero;
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outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
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if (m_DirtyPosition || bIsInitialUpdate) {
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