Implemented TFlags for easy, type-safe bitflags

This commit is contained in:
parax0
2016-01-05 11:50:10 -07:00
parent ee5d5fae0a
commit 5375f34c19
63 changed files with 207 additions and 329 deletions

View File

@@ -119,7 +119,7 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
if (ShouldDraw)
{
// Otherwise, we proceed as normal
ERenderOptions options = pRenderer->RenderOptions();
FRenderOptions options = pRenderer->RenderOptions();
if ((options & eDrawObjectCollision) && (!ViewInfo.GameMode))
mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
@@ -154,7 +154,7 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
}
}
void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
{
if (!mpInstance) return;
@@ -282,7 +282,7 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
{
ERenderOptions options = ViewInfo.pRenderer->RenderOptions();
FRenderOptions options = ViewInfo.pRenderer->RenderOptions();
SRayIntersection out;
out.pNode = this;