Changeset View
Changeset View
Standalone View
Standalone View
0ad/source/simulation2/components/tests/test_RangeManager.h
Show First 20 Lines • Show All 54 Lines • ▼ Show 20 Lines | public: | ||||
virtual entity_pos_t GetHeightAtFixed(entity_pos_t, entity_pos_t) const { return entity_pos_t::Zero(); } | virtual entity_pos_t GetHeightAtFixed(entity_pos_t, entity_pos_t) const { return entity_pos_t::Zero(); } | ||||
virtual bool IsHeightRelative() const { return true; } | virtual bool IsHeightRelative() const { return true; } | ||||
virtual void SetHeightRelative(bool UNUSED(relative)) { } | virtual void SetHeightRelative(bool UNUSED(relative)) { } | ||||
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.getX(), m_Pos.getZ()); } | ||||
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 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(); } | ||||
▲ Show 20 Lines • Show All 200 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator