From bf75447794418564db1b129be969fe50b83d7767 Mon Sep 17 00:00:00 2001 From: Aaron Kimbre Date: Thu, 10 Nov 2022 10:17:53 -0600 Subject: [PATCH] address feedback --- dGame/Entity.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dGame/Entity.cpp b/dGame/Entity.cpp index 8838c0f8..62ac8bc2 100644 --- a/dGame/Entity.cpp +++ b/dGame/Entity.cpp @@ -690,21 +690,21 @@ void Entity::Initialize() { std::string pathName = GetVarAsString(u"attached_path"); const Path* path = dZoneManager::Instance()->GetZone()->GetPath(pathName); - //Check to see if we have an attached path and assing the appropiate component to handle it: + //Check to see if we have an attached path and add the appropiate component to handle it: if (path){ // if we have a moving platform path, then we need a moving platform component if (path->pathType == PathType::MovingPlatform) { MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName); m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat)); // else if we are a movement path - } else if (path->pathType == PathType::Movement) { + } /*else if (path->pathType == PathType::Movement) { auto movementAIcomp = GetComponent(); if (movementAIcomp){ // TODO: set path in existing movementAIComp } else { // TODO: create movementAIcomp and set path } - } + }*/ } int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);