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Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
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@@ -1,8 +1,5 @@
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#include "BaseEnemyMech.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "dpWorld.h"
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@@ -21,7 +18,6 @@ void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
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if (!controlPhys) return;
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NiPoint3 newLoc = {controlPhys->GetPosition().x, dpWorld::Instance().GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z };
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//NiPoint3 newLoc = { controlPhys->GetPosition().x, controlPhys->GetPosition().y, controlPhys->GetPosition().z };
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EntityInfo info = EntityInfo();
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std::vector<LDFBaseData*> cfg;
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