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hub / github.com/TorqueGameEngines/Torque3D / setPathObjectActive

Method setPathObjectActive

Engine/source/Verve/Torque3D/VMotion.cpp:212–235  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

210}
211
212void VTorque::setPathObjectActive( PathObjectType *pPath, SceneObjectType *pObject, const bool &pActive )
213{
214 if ( !pPath || !pObject )
215 {
216 // Sanity!
217 return;
218 }
219
220 // Update Object State.
221 pPath->setPathObjectActive( pObject, pActive );
222
223#if defined( VT_EDITOR ) && defined( VT_SYNC_LOCALCLIENT )
224
225 // Fetch the client Path.
226 VPath *clientPath = dynamic_cast<VPath*>( getClientObject( pPath ) );
227 SceneObjectType *clientObject = dynamic_cast<SceneObjectType*>( getClientObject( pObject ) );
228 if ( clientPath && clientObject )
229 {
230 // Update Object State.
231 clientPath->setPathObjectActive( clientObject, pActive );
232 }
233
234#endif
235}
236
237void VTorque::setPathObjectInterp( PathObjectType *pPath, SceneObjectType *pObject, const F32 &pInterp )
238{

Callers

nothing calls this directly

Calls 1

getClientObjectFunction · 0.70

Tested by

no test coverage detected