Consistent Update parameter order

(deltaTime, cam) instead of (cam, deltaTime)
This commit is contained in:
juanjp600
2017-06-23 10:30:45 -03:00
parent 1dc255bc2f
commit 89c92564b5
11 changed files with 23 additions and 24 deletions
@@ -103,7 +103,7 @@ namespace Barotrauma
activeSprites.Clear();
}
public void Update(Camera cam, float deltaTime)
public void Update(float deltaTime, Camera cam)
{
if (checkActiveTimer<0.0f)
{
@@ -103,7 +103,7 @@ namespace Barotrauma
{
Character.UpdateAnimAll((float)deltaTime);
Ragdoll.UpdateAll(cam, (float)deltaTime);
Ragdoll.UpdateAll((float)deltaTime, cam);
GameMain.World.Step((float)deltaTime);
}
@@ -1061,7 +1061,7 @@ namespace Barotrauma
if (item == null) continue;
item.SetTransform(dummyCharacter.SimPosition, 0.0f);
item.Update(cam, (float)deltaTime);
item.Update((float)deltaTime, cam);
item.SetTransform(item.body.SimPosition, 0.0f);
}
@@ -25,9 +25,9 @@ namespace Barotrauma
this.aiController = aiController;
}
public override void Update(Camera cam, float deltaTime)
public override void Update(float deltaTime, Camera cam)
{
base.Update(cam, deltaTime);
base.Update(deltaTime, cam);
if (!Enabled || IsRemotePlayer) return;
@@ -609,11 +609,11 @@ namespace Barotrauma
}
}
public static void UpdateAll(Camera cam, float deltaTime)
public static void UpdateAll(float deltaTime, Camera cam)
{
foreach (Ragdoll r in list)
{
r.Update(cam, deltaTime);
r.Update(deltaTime, cam);
}
}
@@ -740,7 +740,7 @@ namespace Barotrauma
protected bool levitatingCollider = true;
public void Update(Camera cam, float deltaTime)
public void Update(float deltaTime, Camera cam)
{
if (!character.Enabled || Frozen) return;
@@ -1230,7 +1230,7 @@ namespace Barotrauma
}
}
public static void UpdateAll(Camera cam, float deltaTime)
public static void UpdateAll(float deltaTime, Camera cam)
{
if (GameMain.Client == null)
{
@@ -1258,11 +1258,11 @@ namespace Barotrauma
for (int i = 0; i < CharacterList.Count; i++)
{
CharacterList[i].Update(cam, deltaTime);
CharacterList[i].Update(deltaTime, cam);
}
}
public virtual void Update(Camera cam, float deltaTime)
public virtual void Update(float deltaTime, Camera cam)
{
if (GameMain.Client != null && this == Controlled && !isSynced) return;
+1 -2
View File
@@ -757,9 +757,8 @@ namespace Barotrauma
}
public override void Update(Camera cam, float deltaTime)
public override void Update(float deltaTime, Camera cam)
{
ApplyStatusEffects(ActionType.Always, deltaTime, null);
foreach (ItemComponent ic in components)
+1 -1
View File
@@ -189,7 +189,7 @@ namespace Barotrauma
}
}
public override void Update(Camera cam, float deltaTime)
public override void Update(float deltaTime, Camera cam)
{
flowForce = Vector2.Zero;
+1 -1
View File
@@ -394,7 +394,7 @@ namespace Barotrauma
if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
}
public override void Update(Camera cam, float deltaTime)
public override void Update(float deltaTime, Camera cam)
{
Oxygen -= OxygenDetoriationSpeed * deltaTime;
+5 -5
View File
@@ -294,27 +294,27 @@ namespace Barotrauma
/// <summary>
/// Call Update() on every object in Entity.list
/// </summary>
public static void UpdateAll(Camera cam, float deltaTime)
public static void UpdateAll(float deltaTime, Camera cam)
{
foreach (Hull hull in Hull.hullList)
{
hull.Update(cam, deltaTime);
hull.Update(deltaTime, cam);
}
foreach (Gap gap in Gap.GapList)
{
gap.Update(cam, deltaTime);
gap.Update(deltaTime, cam);
}
foreach (Item item in Item.ItemList)
{
item.Update(cam, deltaTime);
item.Update(deltaTime, cam);
}
Spawner?.Update();
}
public virtual void Update(Camera cam, float deltaTime) { }
public virtual void Update(float deltaTime, Camera cam) { }
public virtual void FlipX()
{
@@ -81,7 +81,7 @@ namespace Barotrauma
#if CLIENT
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
BackgroundCreatureManager.Update(cam, (float)deltaTime);
BackgroundCreatureManager.Update((float)deltaTime, cam);
GameMain.ParticleManager.Update((float)deltaTime);
@@ -100,7 +100,7 @@ namespace Barotrauma
}
#endif
Character.UpdateAll(cam, (float)deltaTime);
Character.UpdateAll((float)deltaTime, cam);
StatusEffect.UpdateAll((float)deltaTime);
@@ -123,11 +123,11 @@ namespace Barotrauma
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
}
MapEntity.UpdateAll(cam, (float)deltaTime);
MapEntity.UpdateAll((float)deltaTime, cam);
Character.UpdateAnimAll((float)deltaTime);
Ragdoll.UpdateAll(cam, (float)deltaTime);
Ragdoll.UpdateAll((float)deltaTime, cam);
foreach (Submarine sub in Submarine.Loaded)
{