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hub / github.com/OpenDungeons/OpenDungeons / rrRotateHand

Method rrRotateHand

source/render/RenderManager.cpp:1040–1051  ·  view source on GitHub ↗

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1038}
1039
1040void RenderManager::rrRotateHand(Player* localPlayer)
1041{
1042 // Loop over the creatures in our hand and redraw each of them in their new location.
1043 int i = 0;
1044 const std::vector<GameEntity*>& objectsInHand = localPlayer->getObjectsInHand();
1045 for (GameEntity* tmpEntity : objectsInHand)
1046 {
1047 Ogre::SceneNode* tmpEntityNode = mSceneManager->getSceneNode(tmpEntity->getOgreNamePrefix() + tmpEntity->getName() + "_node");
1048 tmpEntityNode->setPosition(static_cast<Ogre::Real>(i % 6 + 1), static_cast<Ogre::Real>(i / 6), static_cast<Ogre::Real>(0.0));
1049 ++i;
1050 }
1051}
1052
1053void RenderManager::rrCreateCreatureVisualDebug(Creature* curCreature, Tile* curTile)
1054{

Callers 1

rotateHandMethod · 0.80

Calls 2

getOgreNamePrefixMethod · 0.45
setPositionMethod · 0.45

Tested by

no test coverage detected