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Movement code readability
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cmake-build-debug/submodules/libuv/CTestTestfile.cmake
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cmake-build-debug/submodules/libuv/CTestTestfile.cmake
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@ -0,0 +1,6 @@
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# CMake generated Testfile for
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# Source directory: /Users/cmiles/code/eqemu-docker-cloud/code/submodules/libuv
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# Build directory: /Users/cmiles/code/eqemu-docker-cloud/code/cmake-build-debug/submodules/libuv
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#
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# This file includes the relevant testing commands required for
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# testing this directory and lists subdirectories to be tested as well.
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File diff suppressed because it is too large
Load Diff
@ -41,18 +41,18 @@ class MobMovementManager
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public:
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public:
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~MobMovementManager();
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~MobMovementManager();
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void Process();
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void Process();
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void AddMob(Mob *m);
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void AddMob(Mob *mob);
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void RemoveMob(Mob *m);
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void RemoveMob(Mob *mob);
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void AddClient(Client *c);
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void AddClient(Client *client);
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void RemoveClient(Client *c);
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void RemoveClient(Client *client);
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void RotateTo(Mob *who, float to, MobMovementMode mode = MovementRunning);
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void RotateTo(Mob *who, float to, MobMovementMode mob_movement_mode = MovementRunning);
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void Teleport(Mob *who, float x, float y, float z, float heading);
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void Teleport(Mob *who, float x, float y, float z, float heading);
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void NavigateTo(Mob *who, float x, float y, float z, MobMovementMode mode = MovementRunning);
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void NavigateTo(Mob *who, float x, float y, float z, MobMovementMode mode = MovementRunning);
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void StopNavigation(Mob *who);
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void StopNavigation(Mob *who);
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void SendCommandToClients(Mob *m, float dx, float dy, float dz, float dh, int anim, ClientRange range);
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void SendCommandToClients(Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim, ClientRange range);
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float FixHeading(float in);
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float FixHeading(float in);
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void DumpStats(Client *to);
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void DumpStats(Client *client);
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void ClearStats();
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void ClearStats();
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static MobMovementManager &Get() {
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static MobMovementManager &Get() {
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@ -65,18 +65,18 @@ private:
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MobMovementManager(const MobMovementManager&);
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MobMovementManager(const MobMovementManager&);
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MobMovementManager& operator=(const MobMovementManager&);
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MobMovementManager& operator=(const MobMovementManager&);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *position_update_server_struct, Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim);
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void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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void UpdatePathGround(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathGround(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode movement_mode);
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void UpdatePathBoat(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathBoat(Mob *who, float x, float y, float z, MobMovementMode mode);
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
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void PushStopMoving(MobMovementEntry &ent);
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void PushStopMoving(MobMovementEntry &mob_movement_entry);
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void PushEvadeCombat(MobMovementEntry &ent);
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void PushEvadeCombat(MobMovementEntry &mob_movement_entry);
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void HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mode);
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void HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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struct Implementation;
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struct Implementation;
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std::unique_ptr<Implementation> _impl;
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std::unique_ptr<Implementation> _impl;
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