Esempio n. 1
0
bool CPlayerStateJump::UpdateCommon( CPlayer& player, const bool isHeavyWeapon, const SActorFrameMovementParams& movement, float frameTime, Vec3* pDesiredVel )
{
	Vec3 move(ZERO);
	const bool  bigWeaponRestrict = isHeavyWeapon;
	CPlayerStateUtil::CalculateGroundOrJumpMovement( player, movement, bigWeaponRestrict, move );

	return UpdateCommon( player, isHeavyWeapon, move, frameTime, pDesiredVel );
}
Esempio n. 2
0
bool CGUITextLayout::UpdateW(const std::wstring &text, float maxWidth /*= 0*/, bool forceUpdate /*= false*/, bool forceLTRReadingOrder /*= false*/)
{
  if (text == m_lastText && !forceUpdate && m_lastUpdateW)
    return false;

  m_lastText = text;
  m_lastUpdateW = true;
  UpdateCommon(text, maxWidth, forceLTRReadingOrder);
  return true;
}
Esempio n. 3
0
bool CGUITextLayout::Update(const std::string &text, float maxWidth, bool forceUpdate /*= false*/, bool forceLTRReadingOrder /*= false*/)
{
  if (text == m_lastUtf8Text && !forceUpdate && !m_lastUpdateW)
    return false;

  m_lastUtf8Text = text;
  m_lastUpdateW = false;
  std::wstring utf16;
  g_charsetConverter.utf8ToW(text, utf16, false);
  UpdateCommon(utf16, maxWidth, forceLTRReadingOrder);
  return true;
}
Esempio n. 4
0
void CPlayerStateJump::UpdateFalling( CPlayer& player, const bool isHeavyWeapon, const SActorFrameMovementParams& movement, float frameTime )
{
	Vec3 desiredVel(ZERO);

	if( !CPlayerStateUtil::IsOnGround( player ) )
	{
		if( UpdateCommon( player, isHeavyWeapon, movement, frameTime, &desiredVel ) )
		{
			FinalizeVelocity( player, desiredVel );
		}
	}
	else
	{
		// We were falling, now we're on ground - we landed!
		Land(player, isHeavyWeapon, frameTime);
	}
}
Esempio n. 5
0
void CPlayerStateJump::UpdateJumping( CPlayer& player, const bool isHeavyWeapon, const SActorFrameMovementParams& movement, float frameTime )
{
	Vec3 desiredVel(ZERO);
	if( UpdateCommon( player, isHeavyWeapon, movement, frameTime, &desiredVel ) )
	{
		Vec3 jumpExtraForce(0,0,0);
		switch( GetJumpState() )
		{
		case JState_Jump:
			jumpExtraForce = CalculateInAirJumpExtraVelocity( player, desiredVel );
			break;
		}
		desiredVel += jumpExtraForce;

		FinalizeVelocity( player, desiredVel );

		if( CPlayerStateUtil::IsOnGround( player ) )
		{
			Land(player, isHeavyWeapon, frameTime);
		}
	}
}
// INonViewClient
void PaletteEditorDialog::UpdateNonView(CObject *pObject)
{
    UpdateCommon(pObject);
}