mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 01:34:07 +00:00
dGame Precompiled header improvements (#876)
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
This commit is contained in:
@@ -12,11 +12,12 @@
|
||||
#include "GameMessages.h"
|
||||
#include "CppScripts.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "Zone.h"
|
||||
|
||||
MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
|
||||
mPosition = {};
|
||||
|
||||
mState = MovementPlatformState::Stopped;
|
||||
mState = eMovementPlatformState::Stopped;
|
||||
mDesiredWaypointIndex = 0; // -1;
|
||||
mInReverse = false;
|
||||
mShouldStopAtDesiredWaypoint = false;
|
||||
@@ -127,7 +128,7 @@ void MovingPlatformComponent::OnCompleteRebuild() {
|
||||
StartPathing();
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::SetMovementState(MovementPlatformState value) {
|
||||
void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
|
||||
auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
||||
|
||||
subComponent->mState = value;
|
||||
@@ -152,7 +153,7 @@ void MovingPlatformComponent::StartPathing() {
|
||||
auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
||||
|
||||
subComponent->mShouldStopAtDesiredWaypoint = true;
|
||||
subComponent->mState = MovementPlatformState::Stationary;
|
||||
subComponent->mState = eMovementPlatformState::Stationary;
|
||||
|
||||
NiPoint3 targetPosition;
|
||||
|
||||
@@ -174,7 +175,7 @@ void MovingPlatformComponent::StartPathing() {
|
||||
}
|
||||
|
||||
m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
|
||||
SetMovementState(MovementPlatformState::Moving);
|
||||
SetMovementState(eMovementPlatformState::Moving);
|
||||
});
|
||||
|
||||
const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
|
||||
@@ -199,7 +200,7 @@ void MovingPlatformComponent::StartPathing() {
|
||||
void MovingPlatformComponent::ContinuePathing() {
|
||||
auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
||||
|
||||
subComponent->mState = MovementPlatformState::Stationary;
|
||||
subComponent->mState = eMovementPlatformState::Stationary;
|
||||
|
||||
subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
|
||||
|
||||
@@ -282,7 +283,7 @@ void MovingPlatformComponent::ContinuePathing() {
|
||||
m_Parent->CancelCallbackTimers();
|
||||
|
||||
m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
|
||||
SetMovementState(MovementPlatformState::Moving);
|
||||
SetMovementState(eMovementPlatformState::Moving);
|
||||
});
|
||||
|
||||
auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
|
||||
@@ -313,7 +314,7 @@ void MovingPlatformComponent::StopPathing() {
|
||||
|
||||
m_PathingStopped = true;
|
||||
|
||||
subComponent->mState = MovementPlatformState::Stopped;
|
||||
subComponent->mState = eMovementPlatformState::Stopped;
|
||||
subComponent->mDesiredWaypointIndex = -1;
|
||||
subComponent->mShouldStopAtDesiredWaypoint = false;
|
||||
|
||||
|
Reference in New Issue
Block a user