Use base player controller type for spawn streaming lease
This commit is contained in:
@@ -2,12 +2,12 @@
|
|||||||
// use. Releasing it before possession can stream out runtime inventory nodes.
|
// use. Releasing it before possession can stream out runtime inventory nodes.
|
||||||
class ERR_SpawnSceneLease
|
class ERR_SpawnSceneLease
|
||||||
{
|
{
|
||||||
protected SCR_PlayerController m_Controller;
|
protected PlayerController m_Controller;
|
||||||
protected IEntity m_Actor;
|
protected IEntity m_Actor;
|
||||||
protected vector m_Position;
|
protected vector m_Position;
|
||||||
protected ref array<IEntity> m_Entities = {};
|
protected ref array<IEntity> m_Entities = {};
|
||||||
|
|
||||||
static void Stream(SCR_PlayerController controller, IEntity entity, bool normalStreaming)
|
static void Stream(PlayerController controller, IEntity entity, bool normalStreaming)
|
||||||
{
|
{
|
||||||
if (!controller || !entity) return;
|
if (!controller || !entity) return;
|
||||||
RplIdentity identity = controller.GetRplIdentity();
|
RplIdentity identity = controller.GetRplIdentity();
|
||||||
@@ -16,7 +16,7 @@ class ERR_SpawnSceneLease
|
|||||||
if (component) component.EnableStreamingConNode(identity, normalStreaming);
|
if (component) component.EnableStreamingConNode(identity, normalStreaming);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start(SCR_PlayerController controller, IEntity actor, vector position, array<IEntity> entities)
|
void Start(PlayerController controller, IEntity actor, vector position, array<IEntity> entities)
|
||||||
{
|
{
|
||||||
Stop();
|
Stop();
|
||||||
m_Controller = controller;
|
m_Controller = controller;
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ from policy_harness import ROOT, body, run
|
|||||||
source = ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnSceneLease.c'
|
source = ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnSceneLease.c'
|
||||||
methods = '\n'.join(body(source, key) for key in ('void Start(', 'protected void Check(', 'void Stop('))
|
methods = '\n'.join(body(source, key) for key in ('void Start(', 'protected void Check(', 'void Stop('))
|
||||||
for old, new in [
|
for old, new in [
|
||||||
('protected ', ''), ('SCR_PlayerController controller', 'Controller* controller'),
|
('protected ', ''), ('PlayerController controller', 'Controller* controller'),
|
||||||
('IEntity actor', 'Actor* actor'), ('vector position', 'float position'),
|
('IEntity actor', 'Actor* actor'), ('vector position', 'float position'),
|
||||||
('array<IEntity> entities', 'Items entities'), ('ERR_GameMode mode = ERR_GameMode.Get()', 'Mode* mode = currentMode'),
|
('array<IEntity> entities', 'Items entities'), ('ERR_GameMode mode = ERR_GameMode.Get()', 'Mode* mode = currentMode'),
|
||||||
('mode.Active()', 'mode->active'), ('m_Controller.GetControlledEntity()', 'm_Controller->actor'),
|
('mode.Active()', 'mode->active'), ('m_Controller.GetControlledEntity()', 'm_Controller->actor'),
|
||||||
|
|||||||
Reference in New Issue
Block a user