Fix updateAndTestFinished to use time2ticks
Also remove the useless function parameter
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f5cc8b4bde
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491c3dee34
@ -472,7 +472,7 @@ void Attachment::update(int ticks)
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if (m_plugin)
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{
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if (m_plugin->updateAndTestFinished(ticks))
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if (m_plugin->updateAndTestFinished())
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{
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clear(); // also removes the plugin
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return;
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@ -57,7 +57,7 @@ public:
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// ------------------------------------------------------------------------
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/** Updates a plugin. This is called once each time frame. If the
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* function returns true, the attachment is discarded. */
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virtual bool updateAndTestFinished(int ticks) = 0;
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virtual bool updateAndTestFinished() = 0;
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// ------------------------------------------------------------------------
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virtual void restoreState(BareNetworkString *buffer) {}
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// ------------------------------------------------------------------------
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@ -231,7 +231,7 @@ void Swatter::updateGraphics(float dt)
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* \param ticks Time step size.
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* \return True if the attachment should be discarded.
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*/
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bool Swatter::updateAndTestFinished(int ticks)
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bool Swatter::updateAndTestFinished()
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{
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const int ticks_start = World::getWorld()->getTicksSinceStart();
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if (World::getWorld()->getTicksSinceStart() > m_discard_ticks)
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@ -250,8 +250,8 @@ bool Swatter::updateAndTestFinished(int ticks)
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{
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// Avoid swatter near the start and the end lifetime of swatter
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// to make sure all clients know the existence of swatter each other
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if (m_swatter_duration - m_attachment->getTicksLeft() < 60 ||
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m_attachment->getTicksLeft() < 90) // ~20 and ~60 below
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if (m_swatter_duration - m_attachment->getTicksLeft() < stk_config->time2Ticks(0.5f) ||
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m_attachment->getTicksLeft() < stk_config->time2Ticks(0.75f) ) // ~0.167f and ~0.5f below
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return false;
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chooseTarget();
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@ -278,7 +278,7 @@ bool Swatter::updateAndTestFinished(int ticks)
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// Start squashing
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m_animation_phase = SWATTER_TO_TARGET;
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m_swatter_animation_ticks =
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m_attachment->getTicksLeft() - 20;
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m_attachment->getTicksLeft() - stk_config->time2Ticks(0.167f);
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}
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}
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break;
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@ -286,13 +286,13 @@ bool Swatter::updateAndTestFinished(int ticks)
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{
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// Did we just finish the first part of the movement?
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if (m_attachment->getTicksLeft() < m_swatter_animation_ticks &&
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m_attachment->getTicksLeft() > 60)
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m_attachment->getTicksLeft() > stk_config->time2Ticks(0.5f))
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{
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// Squash the karts and items around and
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// change the current phase
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squashThingsAround();
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m_animation_phase = SWATTER_FROM_TARGET;
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const int end_ticks = ticks_start + 60;
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const int end_ticks = ticks_start + stk_config->time2Ticks(0.5f);
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if (RaceManager::get()->isBattleMode() ||
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RaceManager::get()->isSoccerMode())
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{
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@ -302,7 +302,7 @@ bool Swatter::updateAndTestFinished(int ticks)
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m_discard_ticks = end_ticks;
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}
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m_swatter_animation_ticks =
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m_attachment->getTicksLeft() - 60;
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m_attachment->getTicksLeft() - stk_config->time2Ticks(0.5f);
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}
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}
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break;
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@ -98,7 +98,7 @@ public:
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Attachment* attachment);
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virtual ~Swatter();
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void updateGraphics(float dt) OVERRIDE;
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bool updateAndTestFinished(int ticks) OVERRIDE;
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bool updateAndTestFinished() OVERRIDE;
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// ------------------------------------------------------------------------
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/** Returns if the swatter is currently aiming, i.e. can be used to
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