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Unit Motion - remove m_State
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Authored by wraitii on May 15 2019, 10:58 PM.

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rP22441: Unit Motion - remove m_State
Summary

Following D1899, we have logic that can handle calling MoveSucceeded() even if we don't go through the special STATE_STOPPING state, and following D1898 we no longer need STATE_STOPPING for animation sync either.

M_State can therefore be entirely removed as it is redundant with other information.

Test Plan

Compile.

Diff Detail

Event Timeline

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

Link to build: https://jenkins.wildfiregames.com/job/differential/1418/display/redirect

Stan added a subscriber: Stan.May 16 2019, 12:06 PM
Stan added inline comments.
source/simulation2/components/CCmpUnitMotion.cpp
519

What should we check for ?

wraitii updated this revision to Diff 8079.May 19 2019, 4:54 PM

Updated

source/simulation2/components/CCmpUnitMotion.cpp
519

OFFSET should perhaps be renamed to FORMATION; basically there's poor naming somewhere in there.

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

Link to build: https://jenkins.wildfiregames.com/job/differential/1455/display/redirect

wraitii updated this revision to Diff 8776.Jul 8 2019, 7:18 PM

Rebased for committing.

Vulcan added a comment.Jul 8 2019, 7:43 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/1943/display/redirect

This revision was not accepted when it landed; it landed in state Needs Review.Jul 8 2019, 8:09 PM
Closed by commit rP22441: Unit Motion - remove m_State (authored by wraitii). · Explain Why
This revision was automatically updated to reflect the committed changes.