- Added pause game functionality.

- Removed CDamageType from the engine - damage is now handled only
within the entity script (easier to mod/modify).

This was SVN commit r3325.
This commit is contained in:
Matei
2006-01-02 03:07:29 +00:00
parent b045cfd480
commit 0a3e9ec537
19 changed files with 115 additions and 67 deletions
+8 -2
View File
@@ -524,7 +524,10 @@ bool CEntity::processHealNoPathing( CEntityOrder* current, size_t timestep_milli
bool CEntity::processGeneric( CEntityOrder* current, size_t timestep_millis )
{
int id = current->m_data[1].data;
debug_assert( m_actions.find( id ) != m_actions.end() );
if( m_actions.find( id ) == m_actions.end() )
{
return false; // we've been tasked as part of a group but we can't do this action
}
SEntityAction& action = m_actions[id];
return( processContactAction( current, timestep_millis, CEntityOrder::ORDER_GENERIC_NOPATHING, &action ) );
}
@@ -532,7 +535,10 @@ bool CEntity::processGeneric( CEntityOrder* current, size_t timestep_millis )
bool CEntity::processGenericNoPathing( CEntityOrder* current, size_t timestep_millis )
{
int id = current->m_data[1].data;
debug_assert( m_actions.find( id ) != m_actions.end() );
if( m_actions.find( id ) == m_actions.end() )
{
return false; // we've been tasked as part of a group but we can't do this action
}
SEntityAction& action = m_actions[id];
CEventGeneric evt( current->m_data[0].entity, id );
if( !m_actor ) return( false );