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magic number
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2 changed files with 2 additions and 1 deletions
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@ -220,7 +220,7 @@ void Avatar::updateAvatarEntities() {
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// there's no entity-server to tell us we're the simulation owner, so always set the
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// there's no entity-server to tell us we're the simulation owner, so always set the
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// simulationOwner to the owningAvatarID and a high priority.
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// simulationOwner to the owningAvatarID and a high priority.
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properties.setSimulationOwner(getID(), 129);
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properties.setSimulationOwner(getID(), AVATAR_ENTITY_SIMULATION_PRIORITY);
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if (properties.getParentID() == AVATAR_SELF_ID) {
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if (properties.getParentID() == AVATAR_SELF_ID) {
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properties.setParentID(getID());
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properties.setParentID(getID());
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@ -27,6 +27,7 @@ const quint8 RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
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// When poking objects with scripts an observer will bid at SCRIPT_EDIT priority.
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// When poking objects with scripts an observer will bid at SCRIPT_EDIT priority.
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const quint8 SCRIPT_GRAB_SIMULATION_PRIORITY = 0x80;
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const quint8 SCRIPT_GRAB_SIMULATION_PRIORITY = 0x80;
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const quint8 SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1;
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const quint8 SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1;
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const quint8 AVATAR_ENTITY_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY + 1;
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// PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar
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// PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar
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// which really just means: things that collide with it will be bid at a priority level one lower
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// which really just means: things that collide with it will be bid at a priority level one lower
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