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Fix argument type of idFuncShootProjectile::*Snapshot()
it should really be idBitMsgDelta&, not idBitMsg& - it's what's used in the base classes methods that are overridden here.
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6cd666e1a3
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1b431fac6d
2 changed files with 9 additions and 4 deletions
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@ -1882,7 +1882,9 @@ void idFuncShootProjectile::Event_Activate( idEntity *activator ) {
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idFuncShootProjectile::WriteToSnapshot
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================
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*/
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void idFuncShootProjectile::WriteToSnapshot( idBitMsg &msg ) const {
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void idFuncShootProjectile::WriteToSnapshot( idBitMsgDelta &msg ) const {
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// DG: at least in vanilla Doom3 the argument should really be idBitMsgDelta, not idBitMsg!
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// FIXME: now that the argument type is fixed, maybe the commented out code below can be uncommented again?
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// msg.WriteBits( hidden ? 1 : 0, 1 );
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// msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] );
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// msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
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@ -1893,7 +1895,9 @@ void idFuncShootProjectile::WriteToSnapshot( idBitMsg &msg ) const {
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idFuncShootProjectile::ReadFromSnapshot
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================
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*/
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void idFuncShootProjectile::ReadFromSnapshot( const idBitMsg &msg ) {
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void idFuncShootProjectile::ReadFromSnapshot( const idBitMsgDelta &msg ) {
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// DG: at least in vanilla Doom3 the argument should really be idBitMsgDelta, not idBitMsg!
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// FIXME: now that the argument type is fixed, maybe the commented out code below can be uncommented again?
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// hidden = msg.ReadBits( 1 ) != 0;
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// renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = msg.ReadFloat();
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// renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = msg.ReadFloat();
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@ -368,8 +368,9 @@ public:
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virtual void Think();
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virtual void WriteToSnapshot( idBitMsg &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg &msg );
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// DG: at least in vanilla Doom3 the arguments should really be idBitMsgDelta, not idBitMsg!
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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private:
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int mRespawnDelay;
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