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binaries/data/mods/public/simulation/components/UnitMotionFlying.js
Show First 20 Lines • Show All 321 Lines • ▼ Show 20 Lines | UnitMotionFlying.prototype.FaceTowardsPoint = function(x, z) | ||||
// Ignore this - angle is controlled by the target-seeking code instead. | // Ignore this - angle is controlled by the target-seeking code instead. | ||||
}; | }; | ||||
UnitMotionFlying.prototype.SetFacePointAfterMove = function() | UnitMotionFlying.prototype.SetFacePointAfterMove = function() | ||||
{ | { | ||||
// Ignore this - angle is controlled by the target-seeking code instead. | // Ignore this - angle is controlled by the target-seeking code instead. | ||||
}; | }; | ||||
UnitMotionFlying.prototype.ToggleTurnTime = function() | |||||
{ | |||||
// Ignore this - unitMotionFlying has his own turning algorithm. | |||||
wraitii: More of an "always on" case | |||||
}; | |||||
UnitMotionFlying.prototype.StopMoving = function() | UnitMotionFlying.prototype.StopMoving = function() | ||||
{ | { | ||||
// Invert. | // Invert. | ||||
if (!this.waterDeath) | if (!this.waterDeath) | ||||
this.landing = !this.landing; | this.landing = !this.landing; | ||||
}; | }; | ||||
UnitMotionFlying.prototype.SetDebugOverlay = function(enabled) | UnitMotionFlying.prototype.SetDebugOverlay = function(enabled) | ||||
{ | { | ||||
}; | }; | ||||
Engine.RegisterComponentType(IID_UnitMotion, "UnitMotionFlying", UnitMotionFlying); | Engine.RegisterComponentType(IID_UnitMotion, "UnitMotionFlying", UnitMotionFlying); |
Wildfire Games · Phabricator
More of an "always on" case