1 | | Some comments: |
2 | | In CCmpVisualActor: |
3 | | -I don't like "m_OriginalActorName", I'd prefer "m_BaseActorName", but that might be personal (mimics ObjectBase vs ObjectEntry, and it's quicker). |
4 | | -Similarly, m_IsFoundationActor could be called m_IsFoundation. |
| 1 | Some comments:\\ |
| 2 | In CCmpVisualActor:\\ |
| 3 | -I don't like "m_OriginalActorName", I'd prefer "m_BaseActorName", but that might be personal (mimics ObjectBase vs ObjectEntry, and it's quicker).\\ |
| 4 | -Similarly, m_IsFoundationActor could be called m_IsFoundation.\\ |
6 | | I'm going to assume that since this just changes the actor, it doesn't change obstruction or anything so we'll need to rely on the tech creator being sensible. |
7 | | My issue with this is that it's pretty annoying to do it for several items. If we replace civ centers, we need to be sure that we aren't replacing all civ centers. This could be changed to add some extension to the actor name, as you said, but it's still not really perfect. |
| 6 | I'm going to assume that since this just changes the actor, it doesn't change obstruction or anything so we'll need to rely on the tech creator being sensible.\\ |
| 7 | My issue with this is that it's pretty annoying to do it for several items. If we replace civ centers, we need to be sure that we aren't replacing all civ centers. This could be changed to add some extension to the actor name, as you said, but it's still not really perfect.\\ |