diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
commit | 7b2567924b9b86961cd4c07b76653f49939cab1c (patch) | |
tree | adcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/Ketsji/KXNetwork | |
parent | 063982914038ecd578bab7849a1e94cccbb8d8b9 (diff) |
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
Diffstat (limited to 'source/gameengine/Ketsji/KXNetwork')
4 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp index ad2f786a328..93c7ab37edb 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp @@ -73,7 +73,7 @@ void KX_NetworkEventManager::RemoveSensor(class SCA_ISensor* sensor) SCA_EventManager::RemoveSensor(sensor); } -void KX_NetworkEventManager::NextFrame(double curtime, double deltatime) +void KX_NetworkEventManager::NextFrame() { // printf("KX_NetworkEventManager::proceed %.2f - %.2f\n", curtime, deltatime); // each frame, the logicmanager will call the network diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.h b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.h index 75715f5569c..9c0d14674c1 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.h +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.h @@ -48,7 +48,7 @@ public: virtual void RegisterSensor(class SCA_ISensor* sensor); virtual void RemoveSensor(class SCA_ISensor* sensor); - virtual void NextFrame(double curtime, double deltatime); + virtual void NextFrame(); virtual void EndFrame(); SCA_LogicManager* GetLogicManager() { return m_logicmgr; } diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp index 23bc35fdeac..e142d2a1a1b 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp @@ -60,7 +60,7 @@ KX_NetworkMessageActuator::~KX_NetworkMessageActuator() } // returns true if the actuators needs to be running over several frames -bool KX_NetworkMessageActuator::Update(double curtime, double deltatime) +bool KX_NetworkMessageActuator::Update() { //printf("update messageactuator\n"); bool bNegativeEvent = IsNegativeEvent(); diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.h b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.h index cec3b27c4a6..c81437dbd91 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.h +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.h @@ -57,7 +57,7 @@ public: PyTypeObject* T=&Type); virtual ~KX_NetworkMessageActuator(); - virtual bool Update(double curtime, double deltatime); + virtual bool Update(); virtual CValue* GetReplica(); /* ------------------------------------------------------------ */ |