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UnitMotion - remove m_PathState
Needs ReviewPublic

Authored by wraitii on Wed, May 15, 11:09 PM.

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Summary

Yet more redundant state.

With all the other changes merged in, the only point of m_PathState was to know if our last request was a long or short path. So just store that instead, and remove another instance of useless state.

UnitMotion is now pretty clean. There's still a need for a little bit of cleanup around M_CurSpeed and m_FacePointAfterMove, but that'll come later.

Test Plan

Compile.

Diff Detail

Event Timeline

wraitii created this revision.Wed, May 15, 11:09 PM

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

Link to build: https://jenkins.wildfiregames.com/job/differential/1421/display/redirect

Stan added a subscriber: Stan.Thu, May 16, 12:02 PM
Stan added inline comments.
source/simulation2/components/CCmpUnitMotion.cpp
149–157

Why not Request and m_RequestId ? or PathComputeRequest but that's a bit long.

wraitii updated this revision to Diff 8082.Sun, May 19, 5:00 PM

Updated

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

Link to build: https://jenkins.wildfiregames.com/job/differential/1458/display/redirect