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source/simulation2/components/CCmpWaterManager.cpp
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#include "tools/atlas/GameInterface/GameLoop.h" | #include "tools/atlas/GameInterface/GameLoop.h" | ||||
class CCmpWaterManager final : public ICmpWaterManager | class CCmpWaterManager final : public ICmpWaterManager | ||||
{ | { | ||||
public: | public: | ||||
static void ClassInit(CComponentManager& componentManager) | static void ClassInit(CComponentManager& componentManager) | ||||
{ | { | ||||
// No need to subscribe to WaterChanged since we're actually the one sending those. | // No need to subscribe to WaterChanged since we're actually the one sending those. | ||||
componentManager.SubscribeToMessageType(MT_Interpolate); | componentManager.SubscribeToMessageType(CID_WaterManager, MT_Interpolate); | ||||
componentManager.SubscribeToMessageType(MT_TerrainChanged); | componentManager.SubscribeToMessageType(CID_WaterManager, MT_TerrainChanged); | ||||
} | } | ||||
DEFAULT_COMPONENT_ALLOCATOR(WaterManager) | DEFAULT_COMPONENT_ALLOCATOR(WaterManager) | ||||
// Dynamic state: | // Dynamic state: | ||||
entity_pos_t m_WaterHeight; | entity_pos_t m_WaterHeight; | ||||
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Wildfire Games · Phabricator