Follow-up Comment #4, bug #6933 (project wormux):
We've got a duplicate call of UpdatePosition () :
in ObjectsList::Refresh() :
...
object->ptr->UpdatePosition();
object->ptr->Refresh();
...
And another in Character::Refresh() :
...
UpdatePosition ();
...
We should removed the UpdatePosition in the Refresh method.
Should give some drawbacks :
- half the speeds of characters deplacement
- (perhaps) remove the code needed to remove one step sound every 2 steps (I
guess)
Need serious testing before going ahead ...
UpdatePosition is called within this files :
[EMAIL PROTECTED] src]$ grep UpdatePosition */*.cpp
character/character.cpp: UpdatePosition ();
character/move.cpp: character.UpdatePosition();
character/move.cpp: character.UpdatePosition();
map/wind.cpp: UpdatePosition();
object/objects_list.cpp: object->ptr->UpdatePosition();
object/physical_obj.cpp:void PhysicalObj::UpdatePosition ()
particles/body_member.cpp: UpdatePosition();
particles/bullet.cpp: UpdatePosition();
particles/explosion_smoke.cpp: UpdatePosition();
particles/fire.cpp: UpdatePosition();
particles/ground_particles.cpp: UpdatePosition();
particles/particle.cpp: UpdatePosition();
team/character.cpp: UpdatePosition ();
team/move.cpp: character.UpdatePosition();
team/move.cpp: character.UpdatePosition();
weapon/air_attack.cpp: UpdatePosition();
weapon/jetpack.cpp: ActiveCharacter().UpdatePosition();
weapon/launcher.cpp: tmp -> UpdatePosition();
weapon/lowgrav.cpp: ActiveCharacter().UpdatePosition();
weapon/ninja_rope.cpp: ActiveCharacter().UpdatePosition();
weapon/ninja_rope.cpp: ActiveCharacter().UpdatePosition();
weapon/ninja_rope.cpp: ActiveCharacter().UpdatePosition() ;
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