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refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
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@@ -119,8 +119,8 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
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auto startPosition = NiPoint3::ZERO;
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auto startRotation = NiQuaternion::IDENTITY;
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auto startPosition = NiPoint3Constant::ZERO;
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auto startRotation = NiQuaternionConstant::IDENTITY;
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const std::string placementAsString = std::to_string(positionNumber);
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for (auto entity : spawnPointEntities) {
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if (!entity) continue;
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@@ -818,7 +818,7 @@ void RacingControlComponent::Update(float deltaTime) {
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// Some offset up to make they don't fall through the terrain on a
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// respawn, seems to fix itself to the track anyhow
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player.respawnPosition = position + NiPoint3::UNIT_Y * 5;
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player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
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player.respawnRotation = vehicle->GetRotation();
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player.respawnIndex = respawnIndex;
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