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Some converts of usage of Shapebase for Gamebase to make camera/control object swapping easier.

Areloch пре 9 година
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комит
553cf260f1
2 измењених фајлова са 2 додато и 2 уклоњено
  1. 1 1
      Engine/source/T3D/fps/guiCrossHairHud.cpp
  2. 1 1
      Engine/source/T3D/gameFunctions.cpp

+ 1 - 1
Engine/source/T3D/fps/guiCrossHairHud.cpp

@@ -117,7 +117,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
    GameConnection* conn = GameConnection::getConnectionToServer();
    if (!conn)
       return;
-   ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
+   GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
    if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
       return;
 

+ 1 - 1
Engine/source/T3D/gameFunctions.cpp

@@ -339,7 +339,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
 
    if (connection && connection->getControlCameraTransform(0.032f, &query->cameraMatrix))
    {
-      query->object = dynamic_cast<ShapeBase*>(connection->getControlObject());
+      query->object = dynamic_cast<GameBase*>(connection->getCameraObject());
       query->nearPlane = gClientSceneGraph->getNearClip();
 
       // Scale the normal visible distance by the performance