NSView: mark most methods as nonvirtual for the time being, until everything else is set in stone
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2 changed files with 27 additions and 27 deletions
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@ -45,71 +45,71 @@ public:
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void NSView(void);
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/** the only method we we want to call setproperty() */
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virtual void SetupView(void);
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nonvirtual void SetupView(void);
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/** only does one thing: renderscene() */
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virtual void RenderView(void);
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nonvirtual void RenderView(void);
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/** when called, will modify 'origin' to vertically smoothed when on ground */
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virtual void StairSmooth(void);
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nonvirtual void StairSmooth(void);
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/** applies an punch to our camera angle, temporarily */
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virtual void AddPunchAngle(vector);
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nonvirtual void AddPunchAngle(vector);
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/** called every CSQC_UpdateView for each player */
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virtual void UpdateView(void);
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nonvirtual void UpdateView(void);
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/* set/get */
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/** Sets the viewmode_t of the NSView. */
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virtual void SetViewMode(viewmode_t);
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nonvirtual void SetViewMode(viewmode_t);
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/** Gets the viewmode_t of the NSView. */
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virtual viewmode_t GetViewMode(void);
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nonvirtual viewmode_t GetViewMode(void);
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/** Sets the position of the NSView on the screen. */
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virtual void SetViewPosition(vector);
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nonvirtual void SetViewPosition(vector);
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/** Sets the canvas of the NSView. */
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virtual void SetViewSize(vector);
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nonvirtual void SetViewSize(vector);
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/** Sets the view target of the NSView. We'll be seeing the world through their eyes. */
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virtual void SetViewTarget(NSEntity);
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nonvirtual void SetViewTarget(NSEntity);
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/** Sets the client owner of the NSView.
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For example, when you're spectating somebody,
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our View Target will be the person we're spectating;
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whereas the owner is the client doing the spectating. */
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virtual void SetClientOwner(NSClient);
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nonvirtual void SetClientOwner(NSClient);
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/** Call with the argument `true` and you will draw the body of the view target. */
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virtual void SetDrawLocalPlayer(bool);
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nonvirtual void SetDrawLocalPlayer(bool);
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/** Sets the 3D position of the NSView. */
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virtual void SetCameraOrigin(vector);
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nonvirtual void SetCameraOrigin(vector);
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/** Sets the 3D direction of the NSView. */
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virtual void SetCameraAngle(vector);
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nonvirtual void SetCameraAngle(vector);
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/** Sets the client-angle of the NSView. */
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virtual void SetClientAngle(vector);
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nonvirtual void SetClientAngle(vector);
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/** Sets the seat id of the NSView */
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virtual void SetSeatID(int);
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nonvirtual void SetSeatID(int);
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/** Sets the absolute field of view of the NSView. */
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virtual void SetAFOV(float);
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nonvirtual void SetAFOV(float);
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/** Returns the absolute field of view of the NSView. */
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virtual float GetAFOV(void);
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nonvirtual float GetAFOV(void);
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/** Sets the sensitivity multiplier of the NSView. */
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virtual void SetSensitivity(float);
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nonvirtual void SetSensitivity(float);
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/** Returns the sensitivity of the NSView. */
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virtual float GetSensitivity(void);
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nonvirtual float GetSensitivity(void);
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/** Returns the canvas size of the heads up display. */
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virtual vector GetHUDCanvasSize(void);
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nonvirtual vector GetHUDCanvasSize(void);
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/** Returns the canvas size of a heads-up-display. */
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virtual vector GetHUDCanvasPos(void);
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nonvirtual vector GetHUDCanvasPos(void);
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/** Get the absolute width of the view, in pixels. */
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virtual float GetViewWidth(void);
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nonvirtual float GetViewWidth(void);
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/** Get the absolute height of the view, in pixels. */
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virtual float GetViewHeight(void);
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nonvirtual float GetViewHeight(void);
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/** Returns the 3D world coordinate of the NSView. */
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virtual vector GetCameraOrigin(void);
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nonvirtual vector GetCameraOrigin(void);
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/** Returns the 3D direction of the NSView. */
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virtual vector GetCameraAngle(void);
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nonvirtual vector GetCameraAngle(void);
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private:
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int m_iSeat;
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@ -91,7 +91,7 @@ NSView::StairSmooth(void)
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/* Have we gone up since last frame? */
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if ((m_viewTarget.flags & FL_ONGROUND) && (endpos[2] - m_vecLastOrigin[2] > 0)) {
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endpos[2] = m_vecLastOrigin[2] += (clframetime * 150);
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endpos[2] = m_vecLastOrigin[2] += (frametime * 150);
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if (endpos[2] > origin[2]) {
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endpos[2] = origin[2];
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