| 266 | } |
| 267 | |
| 268 | ItemObject::ItemObject() : thrown_(kSafe), |
| 269 | active_time_(0.0f), |
| 270 | sun_ray_clear_(-1.0f), |
| 271 | new_clear_(0.0f), |
| 272 | shadow_group_id_(-1), |
| 273 | whoosh_sound_handle_(0), |
| 274 | impact_sound_delay_(0.0f), |
| 275 | whoosh_sound_delay_(0.0f), |
| 276 | whoosh_volume_(0.0f), |
| 277 | whoosh_pitch_(0.0f), |
| 278 | using_physics_(true), |
| 279 | bullet_object_(NULL), |
| 280 | interp_count_(1), |
| 281 | interp_period_(1), |
| 282 | stuck_in_environment_(false), |
| 283 | sticking_collision_occured_(false), |
| 284 | flare_(NULL), |
| 285 | flashing_(false), |
| 286 | flash_delay_(0.0f), |
| 287 | last_held_char_id_(-1), |
| 288 | char_impact_delay_(0.0f), |
| 289 | blood_surface_getter_(this), |
| 290 | blood_surface_(&blood_surface_getter_), |
| 291 | abstract_bullet_object_(NULL) { |
| 292 | permission_flags &= ~Object::CAN_SCALE; |
| 293 | |
| 294 | batch_.gl_state.depth_test = true; |
| 295 | batch_.gl_state.cull_face = true; |
| 296 | batch_.gl_state.depth_write = true; |
| 297 | batch_.gl_state.blend = false; |
| 298 | |
| 299 | depth_batch_.gl_state = batch_.gl_state; |
| 300 | |
| 301 | batch_.AddUniformFloat("fade", 0.0f); |
| 302 | |
| 303 | batch_.use_cam_pos = true; |
| 304 | batch_.use_light = true; |
| 305 | |
| 306 | Textures* ti = Textures::Instance(); |
| 307 | |
| 308 | batch_.texture_ref[4] = ti->GetBlankTextureRef(); |
| 309 | batch_.texture_ref[5] = ti->GetBlankTextureRef(); |
| 310 | |
| 311 | texture_spatterdecal_ = Engine::Instance()->GetAssetManager()->LoadSync<TextureAsset>("Data/Textures/spatterdecal.tga"); |
| 312 | } |
| 313 | |
| 314 | ItemObject::~ItemObject() { |
| 315 | InvalidateReaders(); |
nothing calls this directly
no test coverage detected