more work on CPhysical
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@@ -82,6 +82,11 @@ public:
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void RemoveAndAdd(void);
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void AddToMovingList(void);
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void RemoveFromMovingList(void);
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void SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir);
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void AddCollisionRecord(CEntity *ent);
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void AddCollisionRecord_Treadable(CEntity *ent);
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bool GetHasCollidedWith(CEntity *ent);
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void RemoveRefsToEntity(CEntity *ent);
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// get speed of point p relative to entity center
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CVector GetSpeed(const CVector &r);
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@@ -126,16 +131,14 @@ public:
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bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
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bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
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void AddCollisionRecord(CEntity *ent);
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void AddCollisionRecord_Treadable(CEntity *ent);
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bool GetHasCollidedWith(CEntity *ent);
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bool ProcessShiftSectorList(CPtrList *ptrlists);
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bool ProcessCollisionSectorList_SimpleCar(CPtrList *lists);
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// to make patching virtual functions possible
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void Add_(void) { CPhysical::Add(); }
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void Remove_(void) { CPhysical::Remove(); }
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CRect GetBoundRect_(void) { return CPhysical::GetBoundRect(); }
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void ProcessControl_(void) { CPhysical::ProcessControl(); }
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int32 ProcessEntityCollision_(CEntity *ent, CColPoint *point) { return CPhysical::ProcessEntityCollision(ent, point); }
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};
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static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error");
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