ShapeBase.h
//...
//S32 mAiPose; ///< Current pose.//REMOVED LINE 892
F32 mEnergy; ///< Current enery level.
F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
//...
ShapeBase.cpp
//...
ShapeBase::ShapeBase()
: mDataBlock( NULL ),
mIsAiControlled( false ),
mControllingObject( NULL ),
//mAiPose( 0 ),//REMOVED LINE 989
mMoveMotion( false ),
//...
And move them over to Player.
Player.h
//...
void allowProne(bool state) { mAllowProne = state; }
void allowSwimming(bool state) { mAllowSwimming = state; }
S32 mAiPose; //ADDED ~LINE 733
bool canJump(); ///< Can the player jump?
bool canJetJump(); ///< Can the player jet?
//...
Player.cpp
//...
dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
mUseHeadZCalc = true;
mAiPose = 0; //ADDED ~LINE 1623
allowAllPoses();
mImpactSound = 0;
//...
And all seems to work as before using Player/AiPlayer.cpp/h but no longer using ShapeBase.cpp/h.
There is no real extra benefit - beyond freeing up an already crowded shapeBase - to doing things this way ... except autism and OCD, but hey
