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Unit Motion - remove m_State
Needs ReviewPublic

Authored by wraitii on Wed, May 15, 10:58 PM.

Details

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Summary

Following D1899, we have logic that can handle calling MoveSucceeded() even if we don't go through the special STATE_STOPPING state, and following D1898 we no longer need STATE_STOPPING for animation sync either.

M_State can therefore be entirely removed as it is redundant with other information.

Test Plan

Compile.

Diff Detail

Event Timeline

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1418/display/redirect

Stan added a subscriber: Stan.Thu, May 16, 12:06 PM
Stan added inline comments.
source/simulation2/components/CCmpUnitMotion.cpp
519–520

What should we check for ?

wraitii updated this revision to Diff 8079.Sun, May 19, 4:54 PM

Updated

source/simulation2/components/CCmpUnitMotion.cpp
519–520

OFFSET should perhaps be renamed to FORMATION; basically there's poor naming somewhere in there.

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1455/display/redirect