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forked from mirrors/0ad

# Delete a lot of obsolete simulation code.

This was SVN commit r7555.
This commit is contained in:
Ykkrosh
2010-05-20 18:09:23 +00:00
parent a78e6dbe26
commit 56bb858802
105 changed files with 381 additions and 11877 deletions
+8 -9
View File
@@ -30,7 +30,6 @@
#include "ProductionQueue.h"
#include "maths/MathUtil.h"
#include "Collision.h"
#include "PathfindEngine.h"
#include "LOSManager.h"
#include "graphics/Terrain.h"
#include "Stance.h"
@@ -478,7 +477,7 @@ bool CEntity::ProcessContactAction( CEntityOrder* current,
// The pathfinder will push its result back into this unit's queue and
// add back the current order at the end with the transition type.
current->m_type = transition;
g_Pathfinder.RequestContactPath( me, current, action->m_MaxRange );
// g_Pathfinder.RequestContactPath( me, current, action->m_MaxRange );
return true;
}
@@ -579,11 +578,11 @@ bool CEntity::ProcessContactActionNoPathing( CEntityOrder* current, int timestep
ChooseMovementSpeed( action->m_MinRange );
// The pathfinder will push its result in front of the current order
if( !g_Pathfinder.RequestAvoidPath( me, current, action->m_MinRange + 2.0f ) )
{
m_actor->SetAnimationState( "idle", false, 1.f, 0.f, false, L"" ); // Nothing we can do.. maybe we'll find a better target
PopOrder();
}
// if( !g_Pathfinder.RequestAvoidPath( me, current, action->m_MinRange + 2.0f ) )
// {
// m_actor->SetAnimationState( "idle", false, 1.f, 0.f, false, L"" ); // Nothing we can do.. maybe we'll find a better target
// PopOrder();
// }
return false;
}
@@ -694,7 +693,7 @@ bool CEntity::ProcessGoto( CEntityOrder* current, int UNUSED(timestep_millis) )
// The pathfinder will push its result back into this unit's queue.
g_Pathfinder.RequestPath( me, path_to, source );
// g_Pathfinder.RequestPath( me, path_to, source );
return( true );
}
@@ -729,7 +728,7 @@ bool CEntity::ProcessGotoWaypoint( CEntityOrder* current, int UNUSED(timestep_mi
else
#endif // USE_DCDT
{
g_Pathfinder.RequestLowLevelPath( me, path_to, contact, pathfinder_radius, source );
// g_Pathfinder.RequestLowLevelPath( me, path_to, contact, pathfinder_radius, source );
}