Fixed documentation and usage of ATTACHMENT_NOLOKS_SWATTER (which is
never an actual attachment value, even nolok has 'ATTACHMENT_SWATTER' set).
This commit is contained in:
parent
f341cd1440
commit
5da96cf9d0
@ -106,7 +106,7 @@ void Attachment::set(AttachmentType type, float time,
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{
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{
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bool was_bomb = (m_type == ATTACH_BOMB);
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bool was_bomb = (m_type == ATTACH_BOMB);
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scene::ISceneNode* bomb_scene_node = NULL;
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scene::ISceneNode* bomb_scene_node = NULL;
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if (was_bomb && type == ATTACH_SWATTER) //What about ATTACH_NOLOKS_SWATTER ??
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if (was_bomb && type == ATTACH_SWATTER)
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{
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{
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// let's keep the bomb node, and create a new one for
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// let's keep the bomb node, and create a new one for
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// the new attachment
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// the new attachment
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@ -495,9 +495,13 @@ void Attachment::update(float dt)
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case ATTACH_MAX:
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case ATTACH_MAX:
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break;
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break;
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case ATTACH_SWATTER:
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case ATTACH_SWATTER:
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case ATTACH_NOLOKS_SWATTER:
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// Everything is done in the plugin.
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// Everything is done in the plugin.
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break;
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break;
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case ATTACH_NOLOKS_SWATTER:
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// Should never be called, this symbols is only used as an index for
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// the model, Nolok's attachment type is ATTACH_SWATTER
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assert(false);
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break;
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case ATTACH_BOMB:
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case ATTACH_BOMB:
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if (m_bomb_sound) m_bomb_sound->setPosition(m_kart->getXYZ());
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if (m_bomb_sound) m_bomb_sound->setPosition(m_kart->getXYZ());
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@ -58,6 +58,8 @@ public:
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ATTACH_BOMB,
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ATTACH_BOMB,
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ATTACH_ANVIL,
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ATTACH_ANVIL,
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ATTACH_SWATTER,
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ATTACH_SWATTER,
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// Note that the next symbol is only used as an index into the mesh
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// array; it will NEVER be actually assigned as an attachment type
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ATTACH_NOLOKS_SWATTER,
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ATTACH_NOLOKS_SWATTER,
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ATTACH_TINYTUX,
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ATTACH_TINYTUX,
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ATTACH_BUBBLEGUM_SHIELD,
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ATTACH_BUBBLEGUM_SHIELD,
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@ -528,8 +528,7 @@ void ArenaAI::handleArenaItems(const float dt)
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{
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{
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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// Don't use shield when we have a swatter.
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// Don't use shield when we have a swatter.
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if (type == Attachment::ATTACH_SWATTER ||
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if (type == Attachment::ATTACH_SWATTER)
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type == Attachment::ATTACH_NOLOKS_SWATTER)
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break;
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break;
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// Check if a flyable (cake, ...) is close or a kart nearby
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// Check if a flyable (cake, ...) is close or a kart nearby
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@ -537,12 +536,13 @@ void ArenaAI::handleArenaItems(const float dt)
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// as shield
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// as shield
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if ( (!m_kart->isShielded() &&
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if ( (!m_kart->isShielded() &&
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projectile_manager->projectileIsClose(m_kart,
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projectile_manager->projectileIsClose(m_kart,
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m_ai_properties->m_shield_incoming_radius)) ||
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m_ai_properties->m_shield_incoming_radius)
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) ||
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(m_closest_kart_pos_data.distance < 15.0f &&
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(m_closest_kart_pos_data.distance < 15.0f &&
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((m_closest_kart->getAttachment()->
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m_closest_kart->getAttachment()->getType() ==
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getType() == Attachment::ATTACH_SWATTER) ||
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Attachment::ATTACH_SWATTER
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(m_closest_kart->getAttachment()->
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)
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getType() == Attachment::ATTACH_NOLOKS_SWATTER))))
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)
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{
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{
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m_controls->m_fire = true;
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m_controls->m_fire = true;
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m_controls->m_look_back = false;
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m_controls->m_look_back = false;
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@ -1193,8 +1193,7 @@ void SkiddingAI::handleItems(const float dt)
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{
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{
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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// Don't use shield when we have a swatter.
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// Don't use shield when we have a swatter.
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if( type == Attachment::ATTACH_SWATTER ||
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if( type == Attachment::ATTACH_SWATTER)
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type == Attachment::ATTACH_NOLOKS_SWATTER )
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break;
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break;
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// Check if a flyable (cake, ...) is close. If so, use bubblegum
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// Check if a flyable (cake, ...) is close. If so, use bubblegum
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@ -1199,8 +1199,7 @@ void SkiddingAI::handleItems(const float dt)
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{
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{
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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Attachment::AttachmentType type = m_kart->getAttachment()->getType();
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// Don't use shield when we have a swatter.
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// Don't use shield when we have a swatter.
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if( type == Attachment::ATTACH_SWATTER ||
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if( type == Attachment::ATTACH_SWATTER)
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type == Attachment::ATTACH_NOLOKS_SWATTER )
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break;
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break;
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// Check if a flyable (cake, ...) is close. If so, use bubblegum
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// Check if a flyable (cake, ...) is close. If so, use bubblegum
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