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Ignore:
Timestamp:
Aug 4, 2011, 12:45:06 AM (13 years ago)
Author:
landauf
Message:

Chat works again
Removed console output for almost all gameplay messages (use chat/notifications instead)
Deathmatch level now actually uses Deathmatch gametype

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/output/src/orxonox/gametypes/LastManStanding.cc

    r8809 r8822  
    9090                const std::string& message = ""; // resets Camper-Warning-message
    9191                this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
    92             }   
     92            }
    9393        }
    9494        return true;
     
    105105            this->playersAlive--;
    106106            const std::string& message = victim->getPlayer()->getName() + " has lost all lives";
    107             orxout(level::message) << message << endl;
    108107            Host::Broadcast(message);
    109108        }
     
    128127    {
    129128        Gametype::end();
    130        
     129
    131130        for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it)
    132131        {
     
    148147            return 0;
    149148    }
    150    
     149
    151150    int LastManStanding::getNumPlayersAlive() const
    152151    {
     
    190189        this->timeToAct_[player]=timeRemaining+3.0f+respawnDelay;//reset timer
    191190        this->playerDelayTime_[player]=respawnDelay;
    192        
     191
    193192        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
    194193        if (it != this->players_.end())
     
    198197            const std::string& message = ""; // resets Camper-Warning-message
    199198            this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
    200         } 
     199        }
    201200    }
    202201
     
    239238            }
    240239            for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it)
    241             {   
     240            {
    242241                if (playerGetLives(it->first)<=0)//Players without lives shouldn't be affected by time.
    243                     continue;     
     242                    continue;
    244243                it->second-=dt;//Decreases punishment time.
    245                 if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up. 
     244                if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up.
    246245                {
    247246                    playerDelayTime_[it->first]-=dt;
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