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Reworked CGameArchitectureSupport initialization, initial CFirstPersonCamera imp

This commit is contained in:
2016-09-15 00:26:35 -07:00
parent f5ac582541
commit c40135f97f
28 changed files with 2478 additions and 69 deletions

View File

@@ -1,6 +1,9 @@
#include "CPlayerState.hpp"
#include "IOStreams.hpp"
#include "zeus/Math.hpp"
#include "CStateManager.hpp"
#include "Camera/CCameraManager.hpp"
#include "Camera/CFirstPersonCamera.hpp"
namespace urde
{
@@ -201,13 +204,8 @@ bool CPlayerState::CanVisorSeeFog(const CStateManager& stateMgr) const
CPlayerState::EPlayerVisor CPlayerState::GetActiveVisor(const CStateManager& stateMgr) const
{
/* TODO: We need CGameCamera, and gang in order to enable this */
#if 0
CFirstPersionCamera* cam = dynamic_cast<CFirstPersonCamera*>(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr));
if (!cam)
return EVisorType::Combat;
#endif
return x14_currentVisor;
const CFirstPersonCamera* cam = static_cast<const CFirstPersonCamera*>(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr));
return (cam ? x14_currentVisor : EPlayerVisor::Combat);
}
void CPlayerState::UpdateStaticInterference(CStateManager& stateMgr, const float& dt)