Removed SetShowLimitRadius
parent
60797f72d3
commit
15bf98da40
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@ -485,7 +485,6 @@ CObjectUPtr CObjectFactory::CreateBuilding(const ObjectCreateParams& params)
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obj->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 45.0f, 0.0f), 10.0f));
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obj->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 45.0f, 0.0f), 10.0f));
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obj->CreateShadowCircle(60.0f, 1.0f);
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obj->CreateShadowCircle(60.0f, 1.0f);
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obj->SetShowLimitRadius(200.0f);
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m_terrain->AddBuildingLevel(pos, 28.6f, 73.4f, 30.0f, 0.4f);
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m_terrain->AddBuildingLevel(pos, 28.6f, 73.4f, 30.0f, 0.4f);
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}
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}
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@ -852,7 +851,6 @@ CObjectUPtr CObjectFactory::CreateBuilding(const ObjectCreateParams& params)
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obj->GetCharacter()->posPower = Math::Vector(5.0f, 3.0f, 0.0f);
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obj->GetCharacter()->posPower = Math::Vector(5.0f, 3.0f, 0.0f);
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obj->CreateShadowCircle(6.0f, 1.0f);
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obj->CreateShadowCircle(6.0f, 1.0f);
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obj->SetShowLimitRadius(Gfx::LTNG_PROTECTION_RADIUS);
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}
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}
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if ( type == OBJECT_NUCLEAR )
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if ( type == OBJECT_NUCLEAR )
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@ -902,7 +900,6 @@ CObjectUPtr CObjectFactory::CreateBuilding(const ObjectCreateParams& params)
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obj->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 10.0f, 0.0f), 20.0f));
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obj->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 10.0f, 0.0f), 20.0f));
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obj->CreateShadowCircle(21.0f, 1.0f);
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obj->CreateShadowCircle(21.0f, 1.0f);
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obj->SetShowLimitRadius(Gfx::LTNG_PROTECTION_RADIUS);
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}
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}
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if ( type == OBJECT_SAFE )
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if ( type == OBJECT_SAFE )
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@ -2572,13 +2569,6 @@ CObjectUPtr CObjectFactory::CreateVehicle(const ObjectCreateParams& params)
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obj->SetToy(toy);
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obj->SetToy(toy);
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float showLimitRadius = 0.0f;
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if ( type == OBJECT_MOBILErt ) // robot thumper?
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{
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showLimitRadius = 400.0f;
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}
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obj->SetShowLimitRadius(showLimitRadius);
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auto physics = MakeUnique<CPhysics>(obj.get());
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auto physics = MakeUnique<CPhysics>(obj.get());
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std::unique_ptr<CMotion> motion;
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std::unique_ptr<CMotion> motion;
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@ -126,7 +126,6 @@ COldObject::COldObject(int id)
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m_bToy = false;
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m_bToy = false;
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m_bManual = false;
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m_bManual = false;
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m_bFixed = false;
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m_bFixed = false;
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m_showLimitRadius = 0.0f;
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m_aTime = 0.0f;
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m_aTime = 0.0f;
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m_shotTime = 0.0f;
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m_shotTime = 0.0f;
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m_bVirusMode = false;
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m_bVirusMode = false;
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@ -2585,14 +2584,13 @@ float COldObject::GetGunGoalH()
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return m_gunGoalH;
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return m_gunGoalH;
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}
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}
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void COldObject::SetShowLimitRadius(float radius)
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{
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m_showLimitRadius = radius;
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}
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float COldObject::GetShowLimitRadius()
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float COldObject::GetShowLimitRadius()
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{
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{
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return m_showLimitRadius;
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if ( m_type == OBJECT_BASE ) return 200.0f; // SpaceShip
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if ( m_type == OBJECT_MOBILErt ) return 400.0f; // Thumper
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if ( m_type == OBJECT_TOWER ) return Gfx::LTNG_PROTECTION_RADIUS; // DefenseTower
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if ( m_type == OBJECT_PARA ) return Gfx::LTNG_PROTECTION_RADIUS; // PowerCaptor
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return 0.0f;
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}
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}
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@ -89,7 +89,6 @@ protected:
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void SetProgrammable(bool programmable);
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void SetProgrammable(bool programmable);
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void SetMotion(std::unique_ptr<CMotion> motion);
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void SetMotion(std::unique_ptr<CMotion> motion);
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void SetAuto(std::unique_ptr<CAuto> automat);
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void SetAuto(std::unique_ptr<CAuto> automat);
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void SetShowLimitRadius(float radius);
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void SetOption(int option);
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void SetOption(int option);
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void SetJostlingSphere(const Math::Sphere& sphere);
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void SetJostlingSphere(const Math::Sphere& sphere);
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@ -368,8 +367,6 @@ protected:
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bool m_bToy; // toy key
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bool m_bToy; // toy key
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bool m_bManual; // manual control (Scribbler)
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bool m_bManual; // manual control (Scribbler)
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bool m_bFixed;
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bool m_bFixed;
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bool m_bClip;
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float m_showLimitRadius;
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float m_gunGoalV;
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float m_gunGoalV;
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float m_gunGoalH;
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float m_gunGoalH;
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Gfx::CameraType m_cameraType;
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Gfx::CameraType m_cameraType;
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@ -378,7 +375,6 @@ protected:
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int m_defRank;
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int m_defRank;
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float m_magnifyDamage;
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float m_magnifyDamage;
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float m_param;
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float m_param;
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int m_team;
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Math::Sphere m_jostlingSphere;
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Math::Sphere m_jostlingSphere;
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float m_shieldRadius;
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float m_shieldRadius;
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@ -388,10 +384,10 @@ protected:
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int m_partiSel[4];
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int m_partiSel[4];
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float m_infoReturn;
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float m_infoReturn;
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EventType m_buttonAxe;
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EventType m_buttonAxe;
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float m_time;
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float m_time;
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float m_burnTime;
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float m_burnTime;
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};
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};
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