1. Check material names passed to the physics engine (for collision sensors.)
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
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@@ -37,7 +37,7 @@
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*/
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struct KX_ClientObjectInfo
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{
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enum {
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enum clienttype {
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STATIC,
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ACTOR,
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RESERVED1,
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@@ -47,9 +47,13 @@ struct KX_ClientObjectInfo
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void* m_clientobject;
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void* m_auxilary_info;
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public:
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KX_ClientObjectInfo(void *clientobject) :
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m_clientobject(clientobject)
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KX_ClientObjectInfo(void *clientobject, clienttype type = STATIC, void *auxilary_info = NULL) :
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m_type(type),
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m_clientobject(clientobject),
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m_auxilary_info(auxilary_info)
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{}
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bool isActor() { return m_type <= ACTOR; }
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};
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#endif //__KX_CLIENTOBJECT_INFO_H
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