refactor - remove unused m_children from EntityBase
parent
47353ffe48
commit
e6cd420f19
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@ -34,8 +34,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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public abstract class EntityBase
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public abstract class EntityBase
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{
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{
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protected List<EntityBase> m_children;
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protected Scene m_scene;
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protected Scene m_scene;
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public Scene Scene
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public Scene Scene
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@ -113,33 +111,17 @@ namespace OpenSim.Region.Environment.Scenes
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Rotation = new Quaternion();
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Rotation = new Quaternion();
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m_name = "(basic entity)";
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m_name = "(basic entity)";
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m_rotationalvelocity = new LLVector3(0, 0, 0);
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m_rotationalvelocity = new LLVector3(0, 0, 0);
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m_children = new List<EntityBase>();
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}
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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public virtual void UpdateMovement()
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public abstract void UpdateMovement();
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{
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foreach (EntityBase child in m_children)
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{
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child.UpdateMovement();
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}
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}
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/// <summary>
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// Performs any updates that need to be done at each frame.
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/// </summary>
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/// </summary>
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public virtual void Update()
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public abstract void Update();
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{
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (EntityBase child in m_children)
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{
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child.Update();
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}
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}
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/// <summary>
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/// <summary>
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/// Copies the entity
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/// Copies the entity
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@ -1585,8 +1585,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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part.UpdateMovement();
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part.UpdateMovement();
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}
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}
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base.UpdateMovement();
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}
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}
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/// <summary>
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/// <summary>
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