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chore: Simplify and move Player functionality to relevant component (#1408)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes
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@@ -1879,7 +1879,7 @@ const NiQuaternion& Entity::GetRotation() const {
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return NiQuaternion::IDENTITY;
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}
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void Entity::SetPosition(NiPoint3 position) {
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void Entity::SetPosition(const NiPoint3& position) {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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@@ -1907,7 +1907,7 @@ void Entity::SetPosition(NiPoint3 position) {
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Game::entityManager->SerializeEntity(this);
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}
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void Entity::SetRotation(NiQuaternion rotation) {
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void Entity::SetRotation(const NiQuaternion& rotation) {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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