Removed redundant parameter.

This commit is contained in:
Felix Ableitner 2012-12-22 16:52:43 +01:00
parent e6b6bc58fc
commit 88270ad28c
6 changed files with 8 additions and 9 deletions

View File

@ -110,10 +110,9 @@ Body::doesCollide(Body& other) {
* to manage collision events. * to manage collision events.
* *
* @param other Reference to the other Physical in the collision. * @param other Reference to the other Physical in the collision.
* @param category The Category of the other object (as passed in constructor).
*/ */
void void
Body::onCollide(Body& other, Category type) { Body::onCollide(Body& other) {
} }
/** /**

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@ -68,7 +68,7 @@ public:
sf::Vector2i getSize() const; sf::Vector2i getSize() const;
virtual bool doesCollide(Body& other); virtual bool doesCollide(Body& other);
virtual void onCollide(Body& other, Category category); virtual void onCollide(Body& other);
// Public variables. // Public variables.
public: public:

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@ -41,11 +41,11 @@ Bullet::Bullet(const sf::Vector2f& position, Body& shooter, float direction,
* @copydoc Physical::onCollide * @copydoc Physical::onCollide
*/ */
void void
Bullet::onCollide(Body& other, Category type) { Bullet::onCollide(Body& other) {
// Make sure we do not damage twice. // Make sure we do not damage twice.
if (!getDelete()) { if (!getDelete()) {
// Call onShot on other, with damage as param. // Call onShot on other, with damage as param.
if (type == CATEGORY_ACTOR) { if (other.getCategory() == CATEGORY_ACTOR) {
Character& a = dynamic_cast<Character&>(other); Character& a = dynamic_cast<Character&>(other);
a.onDamage(mDamage); a.onDamage(mDamage);
} }

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@ -25,7 +25,7 @@ public:
Bullet(const sf::Vector2f& position, Body& shooter, float direction, Bullet(const sf::Vector2f& position, Body& shooter, float direction,
const Yaml& config); const Yaml& config);
void onCollide(Body& other, Category category); void onCollide(Body& other);
bool doesCollide(Body& other); bool doesCollide(Body& other);
// Private variables. // Private variables.

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@ -103,8 +103,8 @@ Player::onThink(float elapsedTime) {
* Stop movement if we collide with anything except bullets. * Stop movement if we collide with anything except bullets.
*/ */
void void
Player::onCollide(Body& other, Category category) { Player::onCollide(Body& other) {
if (category != CATEGORY_PARTICLE) { if (other.getCategory() != CATEGORY_PARTICLE) {
setDestination(getPosition()); setDestination(getPosition());
} }
} }

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@ -50,7 +50,7 @@ public:
// Private functions. // Private functions.
private: private:
void onCollide(Body& other, Category category); void onCollide(Body& other);
void onThink(float elapsedTime); void onThink(float elapsedTime);
// Private variables. // Private variables.