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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-09 00:28:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-09 00:28:33 +0000 |
commit | ea8ae67d068fc5a1a2229e1ed17c795498024c71 (patch) | |
tree | a845feb41885843e68a291886c60fc476f0e9e12 /game/vehicles/vehicle.h | |
parent | Initial commit of the orders/activities system (diff) | |
download | ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.tar.bz2 ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.tar.xz ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.zip |
Push link based movement into Vehicle
I think it's fair to make all vehicles uses links and nodes to navigate... even if those links, nodes are
private to that vehicle
Diffstat (limited to 'game/vehicles/vehicle.h')
-rw-r--r-- | game/vehicles/vehicle.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h index c4c8beb..1fc8365 100644 --- a/game/vehicles/vehicle.h +++ b/game/vehicles/vehicle.h @@ -23,6 +23,7 @@ public: ActivityPtr currentActivity; protected: + void move(TickDuration dur); LinkHistory linkHist; }; using VehicleWPtr = std::weak_ptr<Vehicle>; |