forked from teamnwah/openmw-tes3coop
Accept a ConstPtr in RippleSimulation
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53f4b92426
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7a2ca5580a
7 changed files with 14 additions and 14 deletions
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@ -40,7 +40,7 @@ namespace MWClass
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/// stay stacked when equipped?
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virtual int getEquipmentSkill (const MWWorld::ConstPtr& ptr) const;
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/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
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virtual bool hasToolTip (const MWWorld::Ptr& ptr) const;
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@ -32,7 +32,7 @@ namespace MWClass
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/// stay stacked when equipped?
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virtual int getEquipmentSkill (const MWWorld::ConstPtr& ptr) const;
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/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
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virtual bool hasToolTip (const MWWorld::Ptr& ptr) const;
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@ -146,7 +146,7 @@ void RippleSimulation::update(float dt)
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}
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void RippleSimulation::addEmitter(const MWWorld::Ptr& ptr, float scale, float force)
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void RippleSimulation::addEmitter(const MWWorld::ConstPtr& ptr, float scale, float force)
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{
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Emitter newEmitter;
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newEmitter.mPtr = ptr;
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@ -156,7 +156,7 @@ void RippleSimulation::addEmitter(const MWWorld::Ptr& ptr, float scale, float fo
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mEmitters.push_back (newEmitter);
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}
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void RippleSimulation::removeEmitter (const MWWorld::Ptr& ptr)
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void RippleSimulation::removeEmitter (const MWWorld::ConstPtr& ptr)
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{
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for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
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{
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@ -168,7 +168,7 @@ void RippleSimulation::removeEmitter (const MWWorld::Ptr& ptr)
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}
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}
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void RippleSimulation::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
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void RippleSimulation::updateEmitterPtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& ptr)
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{
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for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
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{
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@ -31,7 +31,7 @@ namespace MWRender
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struct Emitter
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{
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MWWorld::Ptr mPtr;
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MWWorld::ConstPtr mPtr;
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osg::Vec3f mLastEmitPosition;
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float mScale;
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float mForce;
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@ -47,9 +47,9 @@ namespace MWRender
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void update(float dt);
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/// adds an emitter, position will be tracked automatically
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void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter (const MWWorld::Ptr& ptr);
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void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
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void addEmitter (const MWWorld::ConstPtr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter (const MWWorld::ConstPtr& ptr);
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void updateEmitterPtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& ptr);
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void removeCell(const MWWorld::CellStore* store);
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void emitRipple(const osg::Vec3f& pos);
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@ -482,7 +482,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
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if (firstPersonCam != MWBase::Environment::get().getWorld()->isFirstPerson())
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MWBase::Environment::get().getWorld()->togglePOV();
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MWWorld::Ptr ptr = MWMechanics::getPlayer();
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MWWorld::ConstPtr ptr = MWMechanics::getPlayer();
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const ESM::CellId& cellId = ptr.getCell()->getCell()->getCellId();
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@ -529,7 +529,7 @@ void MWState::StateManager::deleteGame(const MWState::Character *character, cons
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MWState::Character *MWState::StateManager::getCurrentCharacter (bool create)
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{
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MWWorld::Ptr player = MWMechanics::getPlayer();
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MWWorld::ConstPtr player = MWMechanics::getPlayer();
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std::string name = player.get<ESM::NPC>()->mBase->mName;
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return mCharacterManager.getCurrentCharacter (create, name);
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@ -189,7 +189,7 @@ namespace MWWorld
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virtual int getEquipmentSkill (const ConstPtr& ptr)
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const;
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/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
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/// (default implementation: return -1)
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@ -623,7 +623,7 @@ void WeatherManager::playerTeleported()
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void WeatherManager::update(float duration, bool paused)
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{
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MWWorld::Ptr player = MWMechanics::getPlayer();
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MWWorld::ConstPtr player = MWMechanics::getPlayer();
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MWBase::World& world = *MWBase::Environment::get().getWorld();
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TimeStamp time = world.getTimeStamp();
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@ -885,7 +885,7 @@ inline void WeatherManager::importRegions()
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inline void WeatherManager::regionalWeatherChanged(const std::string& regionID, RegionWeather& region)
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{
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// If the region is current, then add a weather transition for it.
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MWWorld::Ptr player = MWMechanics::getPlayer();
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MWWorld::ConstPtr player = MWMechanics::getPlayer();
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if(player.isInCell())
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{
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std::string playerRegion = Misc::StringUtils::lowerCase(player.getCell()->getCell()->mRegion);
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