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Changed: #878 Fix typos in comments/code
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2173503353
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1 changed files with 21 additions and 22 deletions
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@ -591,7 +591,7 @@ uint32 CCharacterCL::addColoredInstance(const std::string &shapeName, const std:
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// \param slot: structure of the equipement.
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// \param slot: structure of the equipement.
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// \param visualSlot: visual slot used by this item.
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// \param visualSlot: visual slot used by this item.
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// \return uint32 : index of the instance or 0xFFFFFFFF.
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// \return uint32 : index of the instance or 0xFFFFFFFF.
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// \todo GUIGUI : Trouver une facon d'éviter tous ces test de visualSlot.
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// \todo GUIGUI : find a better choice to avoid all visualSlot checks
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//-----------------------------------------------
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//-----------------------------------------------
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uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx)
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uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx)
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{
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{
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@ -1021,7 +1021,6 @@ bool CCharacterCL::isUnknownRace() const
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//-----------------------------------------------
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//-----------------------------------------------
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// getAttackHeight :
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// getAttackHeight :
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// Return the atk height.
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// Return the atk height.
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// \todo GUIGUI : faire la hauteur en relatif à l'attaquant au lieu d'en global (<1 >2).
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//-----------------------------------------------
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//-----------------------------------------------
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CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const
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CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const
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{
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{
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@ -2033,7 +2032,7 @@ double CCharacterCL::computeTimeStep(const double ¤tTime)
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//-----------------------------------------------
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//-----------------------------------------------
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// computeSpeed :
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// computeSpeed :
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// \todo GUIGUI : faire une vitesse moyenne car pb si le temps devient très petit car frame petite ou car _LastFrameTime augmente en cours de frame à force de boucler.
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// \todo GUIGUI : to do an average speed, there is a problem if time become very small because small frame or _LastFrameTime increase when looping
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//-----------------------------------------------
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//-----------------------------------------------
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double CCharacterCL::computeSpeed()
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double CCharacterCL::computeSpeed()
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{
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{
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@ -2097,7 +2096,7 @@ double CCharacterCL::computeSpeedFactor(double speedToDest)
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else
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else
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nlwarning("The animation is a move but animation speed is %f !", animSpeed);
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nlwarning("The animation is a move but animation speed is %f !", animSpeed);
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}
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}
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// \todo GUIGUI : Vitesse infini, retourner peut-être une valeur spéciale.
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// \todo GUIGUI : unlimited speed, perhaps return a special value.
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// We should be arrived so speed is maximum.
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// We should be arrived so speed is maximum.
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else
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else
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speedFactor = 1000.0;
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speedFactor = 1000.0;
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@ -2317,7 +2316,7 @@ CCharacterCL::TOnMove CCharacterCL::onMove(const CAutomatonStateSheet &curAnimSt
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// Animation is breakable if the distance to destination is long enough (at least > 0).
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// Animation is breakable if the distance to destination is long enough (at least > 0).
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if(curAnimState.BreakableOnMove && dist2Dest()>0.0)
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if(curAnimState.BreakableOnMove && dist2Dest()>0.0)
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{
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{
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// \todo GUIGUI : prendre la prochaine position différente de la notre (il se peut qu'on soit au même endroit que la première).
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// \todo GUIGUI : take the next position to current one (it could be possible this position was the same as the first).
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CVectorD dirToFirstPos = _FirstPos-pos();
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CVectorD dirToFirstPos = _FirstPos-pos();
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dirToFirstPos.z = 0.0;
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dirToFirstPos.z = 0.0;
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if(dirToFirstPos != CVectorD::Null)
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if(dirToFirstPos != CVectorD::Null)
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@ -2465,8 +2464,8 @@ bool CCharacterCL::onBadHeading(const CAutomatonStateSheet &curAnimState)
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//-----------------------------------------------
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//-----------------------------------------------
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// setAnim :
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// setAnim :
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// Select a new animation for the entity.
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// Select a new animation for the entity.
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// \todo GUIGUI : gérer mieux le fait qu'il n'y a pas de squelette.
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// \todo GUIGUI : better manage when there is no skeleton
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// \todo GUIGUI : revoir comment controler la tête plus simplement.
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// \todo GUIGUI : simplify head control
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//-----------------------------------------------
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//-----------------------------------------------
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ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID))
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ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID))
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if(ClientCfg.Light)
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if(ClientCfg.Light)
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@ -2762,7 +2761,7 @@ KeyChosen:
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//// END LOOP /////
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//// END LOOP /////
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// \todo GUIGUI : gérer mieux le changement d'automate.
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// \todo GUIGUI : better manage automate change
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// Current animation is not of the same kind as the old one.
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// Current animation is not of the same kind as the old one.
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bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton;
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bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton;
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if(!sameAnim)
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if(!sameAnim)
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@ -2841,7 +2840,7 @@ KeyChosen:
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if(animAngle != 0.0)
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if(animAngle != 0.0)
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_RotationFactor = fabs(angToDest/animAngle);
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_RotationFactor = fabs(angToDest/animAngle);
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else
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else
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_RotationFactor = -1.0; // \todo GUIGUI : voir quelle valeur il faut vraiment mettre si jamais on a un anim de rot sans rot et qui doit quand meme faire tourner le perso.
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_RotationFactor = -1.0; // \todo GUIGUI : see which value we should use if we have a rot anim without rot and which should rotate character
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}
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}
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// If the animation is an atk or forage extraction -> Start all dynamic FXs.
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// If the animation is an atk or forage extraction -> Start all dynamic FXs.
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@ -2905,7 +2904,7 @@ KeyChosen:
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{
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{
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animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender()));
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animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender()));
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_PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT));
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_PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT));
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_PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : vérifier ce qu'il se passe si animId est "empty".
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_PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : verify what is happening if animId is "empty".
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}
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}
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else
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else
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nlwarning("setAnim:%d: animationBlendState is Null.", _Slot);
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nlwarning("setAnim:%d: animationBlendState is Null.", _Slot);
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@ -3374,8 +3373,8 @@ ADD_METHOD(void CCharacterCL::setAnimLOD(bool changed))
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//-----------------------------------------------
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//-----------------------------------------------
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// updateAnimationState :
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// updateAnimationState :
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// \todo GUIGUI : précalculer la distance à la destination au moment de la réception des Stages.
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// \todo GUIGUI : precalculate distance to destination when receiving Stages.
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// \todo GUIGUI : faire ça mimeux, on set souvent 'idle' pour recalculer l'orientation en fin d'animation au lieu de faire direct la bonne anime.
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// \todo GUIGUI : improve, we are setting often 'idle' to recompute orientation at the end of animation instead of doing directly the right one.
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//-----------------------------------------------
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//-----------------------------------------------
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ADD_METHOD(void CCharacterCL::updateAnimationState())
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ADD_METHOD(void CCharacterCL::updateAnimationState())
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// If the current state is invalid -> return.
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// If the current state is invalid -> return.
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@ -5423,7 +5422,7 @@ ADD_METHOD(void CCharacterCL::playToEndAnim(const double &startTimeOffset, doubl
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//-----------------------------------------------
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//-----------------------------------------------
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// updateStages :
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// updateStages :
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// Call this method to give a time for each stage, compute distance to destination and some more informations.
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// Call this method to give a time for each stage, compute distance to destination and some more informations.
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// \todo GUIGUI : faire un peu de netoyage là dedans.
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// \todo GUIGUI : clean up
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//-----------------------------------------------
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//-----------------------------------------------
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void CCharacterCL::updateStages()
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void CCharacterCL::updateStages()
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{
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{
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@ -5716,7 +5715,7 @@ ADD_METHOD(bool CCharacterCL::beginImpact(NL3D::UAnimation *anim, NL3D::TAnimati
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// Manage Events that could be created by the animation (like sound).
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// Manage Events that could be created by the animation (like sound).
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// \param startTime : time to start processing events from the current animation.
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// \param startTime : time to start processing events from the current animation.
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// \param stopTime : time to stop processing events from the current animation.
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// \param stopTime : time to stop processing events from the current animation.
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// \todo GUIGUI : Optimiser le déclenchement des FXs lorsqu'on aura le temps.
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// \todo GUIGUI : Optimize FXs launch when we would have time
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//-----------------------------------------------
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//-----------------------------------------------
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void CCharacterCL::animEventsProcessing(double startTime, double stopTime)
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void CCharacterCL::animEventsProcessing(double startTime, double stopTime)
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{
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{
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@ -6525,10 +6524,10 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL
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// ANTI-FREEZE SYSTEM //
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// ANTI-FREEZE SYSTEM //
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//--------------------//
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//--------------------//
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//--------------------//
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//--------------------//
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// \todo GUIGUI : updater dist2first et dist2dest mieux que ça si possible.
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// \todo GUIGUI : improve dist2first and dist2dest
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// Update Stages
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// Update Stages
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updateStages();
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updateStages();
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// \todo GUIGUI : Bug avec _TargetAngle en combat float, on écrase ici l'angle donné par le serveur ?
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// \todo GUIGUI : Bug with _TargetAngle in fight float, we overwrite here angle sent by the server ?
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// If the entity is too far (orientation not received yet), set the front vector as the moving direction.
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// If the entity is too far (orientation not received yet), set the front vector as the moving direction.
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CVectorD distToUser = pos()-UserEntity->pos();
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CVectorD distToUser = pos()-UserEntity->pos();
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distToUser.z = 0.0;
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distToUser.z = 0.0;
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@ -6620,7 +6619,7 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL
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// Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal).
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// Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal).
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animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent);
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animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent);
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animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent);
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animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent);
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// \todo GUIGUI : vérifier la pertinace de la ligne suivante.
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// \todo GUIGUI : check if the following line is necessary
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buLoopTimeStep = loopTimeStep;
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buLoopTimeStep = loopTimeStep;
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// First Position Reached
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// First Position Reached
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pos(_FirstPos);
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pos(_FirstPos);
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@ -6879,7 +6878,7 @@ void CCharacterCL::processStage(CStage &stage)
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// Restore collisions.
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// Restore collisions.
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if(_Primitive)
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if(_Primitive)
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{
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{
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// \todo GUIGUI : faire ça sans dynamic cast serait sans doute mieux.
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// \todo GUIGUI : do that without dynamic cast
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if(dynamic_cast<CPlayerCL *>(this))
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if(dynamic_cast<CPlayerCL *>(this))
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_Primitive->setOcclusionMask(MaskColPlayer);
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_Primitive->setOcclusionMask(MaskColPlayer);
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else
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else
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@ -7789,7 +7788,7 @@ void CCharacterCL::slotRemoved(const CLFECOMMON::TCLEntityId &slotRemoved)
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//---------------------------------------------------
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//---------------------------------------------------
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uint CCharacterCL::nbStage()
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uint CCharacterCL::nbStage()
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{
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{
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return _Stages._StageSet.size();
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return (uint)_Stages._StageSet.size();
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}// nbStage //
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}// nbStage //
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@ -7806,7 +7805,7 @@ double CCharacterCL::attackRadius() const
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// getAttackerPos :
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// getAttackerPos :
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// Return the position the attacker should have to combat according to the attack angle.
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// Return the position the attacker should have to combat according to the attack angle.
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// \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
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// \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
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// \todo : GUIGUI precalculer la matrice de cette entité.
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// \todo : GUIGUI precalculate entity matrix
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//---------------------------------------------------
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//---------------------------------------------------
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CVectorD CCharacterCL::getAttackerPos(double ang, double dist) const
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CVectorD CCharacterCL::getAttackerPos(double ang, double dist) const
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{
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{
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@ -8993,7 +8992,7 @@ void CCharacterCL::setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell
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//***********************************************************************************************************************
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//***********************************************************************************************************************
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void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity)
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void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity)
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{
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{
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uint numItems = _Items.size();
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uint numItems = (uint)_Items.size();
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forceEvalAnim(); // force to eval bones at least once when fx are created
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forceEvalAnim(); // force to eval bones at least once when fx are created
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for(uint k = 0; k < numItems; ++k)
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for(uint k = 0; k < numItems; ++k)
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{
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{
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@ -9004,7 +9003,7 @@ void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity)
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//***********************************************************************************************************************
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//***********************************************************************************************************************
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void CCharacterCL::stopItemAttackFXs()
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void CCharacterCL::stopItemAttackFXs()
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{
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{
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uint numItems = _Items.size();
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uint numItems = (uint)_Items.size();
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for(uint k = 0; k < numItems; ++k)
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for(uint k = 0; k < numItems; ++k)
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{
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{
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if (_Items[k].Sheet)
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if (_Items[k].Sheet)
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