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
@@ -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;