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ps/trunk/source/simulation2/components/tests/test_RangeManager.h
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virtual bool CanFloat() const { return false; } | virtual bool CanFloat() const { return false; } | ||||
virtual void SetFloating(bool UNUSED(flag)) { } | virtual void SetFloating(bool UNUSED(flag)) { } | ||||
virtual void SetActorFloating(bool UNUSED(flag)) { } | virtual void SetActorFloating(bool UNUSED(flag)) { } | ||||
virtual void SetConstructionProgress(fixed UNUSED(progress)) { } | virtual void SetConstructionProgress(fixed UNUSED(progress)) { } | ||||
virtual CFixedVector3D GetPosition() const { return m_Pos; } | virtual CFixedVector3D GetPosition() const { return m_Pos; } | ||||
virtual CFixedVector2D GetPosition2D() const { return CFixedVector2D(m_Pos.X, m_Pos.Z); } | virtual CFixedVector2D GetPosition2D() const { return CFixedVector2D(m_Pos.X, m_Pos.Z); } | ||||
virtual CFixedVector3D GetPreviousPosition() const { return CFixedVector3D(); } | virtual CFixedVector3D GetPreviousPosition() const { return CFixedVector3D(); } | ||||
virtual CFixedVector2D GetPreviousPosition2D() const { return CFixedVector2D(); } | virtual CFixedVector2D GetPreviousPosition2D() const { return CFixedVector2D(); } | ||||
virtual fixed GetTurnRate() const { return fixed::Zero(); } | |||||
virtual void TurnTo(entity_angle_t UNUSED(y)) { } | virtual void TurnTo(entity_angle_t UNUSED(y)) { } | ||||
virtual void SetYRotation(entity_angle_t UNUSED(y)) { } | virtual void SetYRotation(entity_angle_t UNUSED(y)) { } | ||||
virtual void SetXZRotation(entity_angle_t UNUSED(x), entity_angle_t UNUSED(z)) { } | virtual void SetXZRotation(entity_angle_t UNUSED(x), entity_angle_t UNUSED(z)) { } | ||||
virtual CFixedVector3D GetRotation() const { return CFixedVector3D(); } | virtual CFixedVector3D GetRotation() const { return CFixedVector3D(); } | ||||
virtual fixed GetDistanceTravelled() const { return fixed::Zero(); } | virtual fixed GetDistanceTravelled() const { return fixed::Zero(); } | ||||
virtual void GetInterpolatedPosition2D(float UNUSED(frameOffset), float& x, float& z, float& rotY) const { x = z = rotY = 0; } | virtual void GetInterpolatedPosition2D(float UNUSED(frameOffset), float& x, float& z, float& rotY) const { x = z = rotY = 0; } | ||||
virtual CMatrix3D GetInterpolatedTransform(float UNUSED(frameOffset)) const { return CMatrix3D(); } | virtual CMatrix3D GetInterpolatedTransform(float UNUSED(frameOffset)) const { return CMatrix3D(); } | ||||
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