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hub / github.com/TorqueGameEngines/Torque3D / setPathObjectForward

Method setPathObjectForward

Engine/modules/Verve/Torque3D/VMotion.cpp:385–408  ·  view source on GitHub ↗

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383}
384
385void VTorque::setPathObjectForward( PathObjectType *pPath, SceneObjectType *pObject, const bool &pForward )
386{
387 if ( !pPath || !pObject )
388 {
389 // Sanity!
390 return;
391 }
392
393 // Update Path Object Forward.
394 pPath->setPathObjectForward( pObject, pForward );
395
396#if defined( VT_EDITOR ) && defined( VT_SYNC_LOCALCLIENT )
397
398 // Fetch the client Path.
399 VPath *clientPath = dynamic_cast<VPath*>( getClientObject( pPath ) );
400 SceneObjectType *clientObject = dynamic_cast<SceneObjectType*>( getClientObject( pObject ) );
401 if ( clientPath && clientObject )
402 {
403 // Apply the same action.
404 clientPath->setPathObjectForward( clientObject, pForward );
405 }
406
407#endif
408}
409
410void VTorque::setPathObjectNode( PathObjectType *pPath, SceneObjectType *pObject, const S32 &pNode )
411{

Callers

nothing calls this directly

Calls 1

getClientObjectFunction · 0.70

Tested by

no test coverage detected