cleanup and comment part unknown of a trillion
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+10
-8
@@ -62,12 +62,12 @@ void PlayerState::Update( float fDelta )
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bool bRebuildPlayerOptions = false;
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/* See if any delayed attacks are starting or ending. */
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// See if any delayed attacks are starting or ending.
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for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
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{
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Attack &attack = m_ActiveAttacks[s];
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// -1 is the "starts now" sentinel value. You must add the attack
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// -1 is the "starts now" sentinel value. You must add the attack
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// by calling GameState::LaunchAttack, or else the -1 won't be
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// converted into the current music time.
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ASSERT( attack.fStartSecond != -1 );
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@@ -78,7 +78,7 @@ void PlayerState::Update( float fDelta )
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GAMESTATE->m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining );
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if( m_ActiveAttacks[s].bOn == bCurrentlyEnabled )
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continue; /* OK */
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continue; // OK
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if( m_ActiveAttacks[s].bOn && !bCurrentlyEnabled )
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m_bAttackEndedThisUpdate = true;
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@@ -93,7 +93,7 @@ void PlayerState::Update( float fDelta )
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if( bRebuildPlayerOptions )
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RebuildPlayerOptionsFromActiveAttacks();
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/* Update after enabling attacks, so we appraoch the new state. */
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// Update after enabling attacks, so we approach the new state.
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m_PlayerOptions.Update( fDelta );
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if( m_fSecondsUntilAttacksPhasedOut > 0 )
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@@ -135,10 +135,10 @@ void PlayerState::LaunchAttack( const Attack& a )
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Attack attack = a;
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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* mark the real time it's starting (now), so Update() can know when the attack started
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* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
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* knows to apply attack transforms correctly. (yuck) */
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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* mark the real time it's starting (now), so Update() can know when the attack
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* started so it can be removed later. For m_ModsToApply, leave the -1 in,
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* so Player::Update knows to apply attack transforms correctly. (yuck) */
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m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == -1 )
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attack.fStartSecond = GAMESTATE->m_fMusicSeconds;
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@@ -221,6 +221,7 @@ class LunaPlayerState: public Luna<PlayerState>
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{
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public:
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DEFINE_METHOD( GetPlayerNumber, m_PlayerNumber );
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DEFINE_METHOD( GetMultiPlayerNumber, m_mp );
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DEFINE_METHOD( GetPlayerController, m_PlayerController );
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static int SetPlayerOptions( T* p, lua_State *L )
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{
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@@ -241,6 +242,7 @@ public:
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LunaPlayerState()
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{
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ADD_METHOD( GetPlayerNumber );
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ADD_METHOD( GetMultiPlayerNumber );
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ADD_METHOD( SetPlayerOptions );
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ADD_METHOD( GetPlayerOptions );
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}
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