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https://github.com/DarkflameUniverse/DarkflameServer
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move stuff around to make it more congruent
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b645301867
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2a13d021ee
@ -648,11 +648,6 @@ void Entity::Initialize() {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_RAIL_ACTIVATOR, new RailActivatorComponent(this, railComponentID)));
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m_Components.insert(std::make_pair(COMPONENT_TYPE_RAIL_ACTIVATOR, new RailActivatorComponent(this, railComponentID)));
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}
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}
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// need this up here to include in other movement AI setup
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std::string pathName = GetVarAsString(u"attached_path");
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const Path* path = dZoneManager::Instance()->GetZone()->GetPath(pathName);
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int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVEMENT_AI);
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int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVEMENT_AI);
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if (movementAIID > 0) {
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if (movementAIID > 0) {
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CDMovementAIComponentTable* moveAITable = CDClientManager::Instance()->GetTable<CDMovementAIComponentTable>("MovementAIComponent");
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CDMovementAIComponentTable* moveAITable = CDClientManager::Instance()->GetTable<CDMovementAIComponentTable>("MovementAIComponent");
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@ -692,6 +687,9 @@ void Entity::Initialize() {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
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}
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}
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std::string pathName = GetVarAsString(u"attached_path");
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const Path* path = dZoneManager::Instance()->GetZone()->GetPath(pathName);
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//Check to see if we have an attached path and assing the appropiate component to handle it:
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//Check to see if we have an attached path and assing the appropiate component to handle it:
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if (path){
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if (path){
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// if we have a moving platform path, then we need a moving platform component
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// if we have a moving platform path, then we need a moving platform component
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