#include "CScriptDebris.hpp" #include "TCastTo.hpp" namespace urde { CScriptDebris::CScriptDebris(TUniqueId uid, const std::string& name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CActorParameters& aParams, ResId, const zeus::CVector3f&, float, const zeus::CVector3f&, const zeus::CColor&, float f1, float f2, float f3, CScriptDebris::EScaleType, bool, bool, bool active) : CPhysicsActor(uid, active, name, info, xf, std::move(mData), CMaterialList(EMaterialTypes::Solid, EMaterialTypes::Debris), mData.GetBounds(xf.getRotation()), SMoverData(f2), aParams, 0.3, 0.1) { } void CScriptDebris::Accept(IVisitor& visitor) { visitor.Visit(this); } #if 0 CScriptDebris::CScriptDebris(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CActorParameters&, float, float, float, float, float, float, float, float, float, const zeus::CColor&, const zeus::CColor&, float, const zeus::CVector3f&, const zeus::CVector3f&, float, float, const zeus::CVector3f&, u32, const zeus::CVector3f&, bool, bool, CScriptDebris::EOrientationType, u32, const zeus::CVector3f&, bool, bool, CScriptDebris::EOrientationType, u32, const zeus::CVector3f&, CScriptDebris::EOrientationType, bool, bool, bool) { } #endif }