@ -1396,7 +1396,7 @@ void CCharacterCL::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &gameC
// New Behaviour Received.
CBehaviour beh ( prop ) ;
if ( verboseVP ( this ) )
nlinfo ( " (%05d,%03d) CH::updateVPBeha:%d: '%s(%d)' received. " , sint32 ( T1 % 100000 ) , NetMngr . getCurrentServerTick ( ) , _Slot , behaviourToString ( beh . Behaviour ) . c_str ( ) , beh . Behaviour ) ;
nlinfo ( " (%05d,%03d) CH::updateVPBeha:%d: '%s(%d)' received. " , sint32 ( T1 % 100000 ) , NetMngr . getCurrentServerTick ( ) , _Slot , behaviourToString ( ( EBehaviour ) beh . Behaviour ) . c_str ( ) , beh . Behaviour ) ;
// Add in right stage.
_Stages . addStage ( gameCycle , PROPERTY_BEHAVIOUR , prop ) ;
@ -2219,7 +2219,11 @@ void CCharacterCL::endAnimTransition()
// If the animation is a rotation, set the character direction he should have at the end of the animation.
if ( _CurrentState - > Rotation )
{
if ( isUser ( ) ) nldebug ( " <CCharacterCL::endAnimTransition> rotation : set dir as end anim dir " ) ;
if ( isUser ( ) )
{
nldebug ( " <CCharacterCL::endAnimTransition> rotation : set dir as end anim dir " ) ;
}
dir ( dirEndAnim ( ) ) ;
}
// Fit the current direction to the target when attacking.
@ -4173,6 +4177,8 @@ void CCharacterCL::performCurrentAttackEnd(const CBehaviourContext &bc, bool dir
}
}
break ;
default :
break ;
}
// if object has a list of cast rays, then we assume it is a static object (like guard towers)
@ -4671,7 +4677,7 @@ void CCharacterCL::applyBehaviour(const CBehaviourContext &bc) // virtual
// INFO : display some debug informations.
if ( ( VerboseAnimUser & & _Slot = = 0 ) | | ( VerboseAnimSelection & & _Slot = = UserEntity - > selection ( ) ) )
nlinfo ( " CH:applyBeh:%d: '%d(%s)' " , _Slot , behaviour . Behaviour , behaviourToString ( behaviour . Behaviour ) . c_str ( ) ) ;
nlinfo ( " CH:applyBeh:%d: '%d(%s)' " , _Slot , behaviour . Behaviour , behaviourToString ( ( EBehaviour ) behaviour . Behaviour ) . c_str ( ) ) ;
// ***** Apply the behaviour according to type
@ -4730,6 +4736,8 @@ void CCharacterCL::applyBehaviour(const CBehaviourContext &bc) // virtual
case MBEHAV : : CAST_MIX_LINK :
endCast ( behaviour , previousBehaviour ) ;
break ;
default :
break ;
}
// DeltaHP
applyBehaviourFlyingHPs ( bc , behaviour , targetHitDates ) ;
@ -6668,7 +6676,9 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL
// Else : There is no move.
}
else
{
CHECK ( posInStage = = false & & dist2Dest ( ) < = 0.0 ) ;
}
// If there is no position in the next stage and the stage should be done already.
if ( ! _Stages . _StageSet . empty ( ) & & ! posInStage & & ! stageReach & & ! allToFirstPos & & ( ( _LastFrameTime + loopTimeStep ) > = stageTime ) )
@ -6682,7 +6692,7 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL
if ( loopTimeStep < 0.0 )
loopTimeStep = 0.0 ;
//
// \todo GUIGUI : a juster le timeOffset comme on arrete la boucle avant l'heu re
// \todo GUIGUI : a djust timeOffset, because we stopped the loop befo re
//
// Stage complete.
stageReach = true ;