forked from mirror/openmw-tes3mp
Accept a ConstPtr in launchProjectile
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8f9fc87565
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5 changed files with 5 additions and 5 deletions
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@ -481,7 +481,7 @@ namespace MWBase
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0;
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0;
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virtual const std::vector<std::string>& getContentFiles() const = 0;
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virtual const std::vector<std::string>& getContentFiles() const = 0;
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@ -161,7 +161,7 @@ namespace MWWorld
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mMagicBolts.push_back(state);
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mMagicBolts.push_back(state);
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}
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}
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void ProjectileManager::launchProjectile(Ptr actor, Ptr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed, float attackStrength)
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void ProjectileManager::launchProjectile(Ptr actor, ConstPtr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed, float attackStrength)
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{
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{
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ProjectileState state;
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ProjectileState state;
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state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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@ -53,7 +53,7 @@ namespace MWWorld
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float speed, bool stack, const ESM::EffectList& effects,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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void update(float dt);
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void update(float dt);
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@ -2712,7 +2712,7 @@ namespace MWWorld
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}
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}
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}
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}
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void World::launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
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void World::launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength)
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength)
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{
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{
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mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
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mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
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@ -586,7 +586,7 @@ namespace MWWorld
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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