# Hotloading of actor XML files.

Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
This commit is contained in:
Ykkrosh
2010-06-03 01:29:43 +00:00
parent 5c03456a38
commit 310f3466a8
27 changed files with 271 additions and 309 deletions
+1 -17
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -36,7 +36,6 @@
///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor
CUnitManager::CUnitManager()
: m_NextID(0)
{
}
@@ -135,18 +134,3 @@ CUnit* CUnitManager::CreateUnit(const CStrW& actorName, CEntity* entity, const s
AddUnit(unit);
return unit;
}
///////////////////////////////////////////////////////////////////////////////
// FindByID
// TODO: this is hopelessly inefficient
CUnit* CUnitManager::FindByID(size_t id) const
{
if (id == invalidUnitId)
return NULL;
for (size_t i = 0; i < m_Units.size(); ++i)
if (m_Units[i]->GetID() == id)
return m_Units[i];
return NULL;
}