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Ignore:
Timestamp:
Jan 24, 2007, 6:13:17 PM (17 years ago)
Author:
marcscha
Message:

SegFault prevention hack in fast factory

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/projectiles/spike.cc

    r10333 r10345  
    7373    //  delete Spike::explosionParticles;
    7474    PRINTF(1)("Deleting Spike Particles\n");
     75/*
     76  if (Spike::objectList().exists(Spike::explosionParticles))
     77      delete Spike::explosionParticles; */
    7578    Spike::explosionParticles = NULL;
    7679  }
     
    8588  {
    8689    Spike::explosionParticles = new SpriteParticles(1000);
    87     Spike::explosionParticles->setName("BoltExplosionParticles");
     90    Spike::explosionParticles->setName("SpikeExplosionParticles");
    8891    Spike::explosionParticles->setLifeSpan(.5, .3);
    8992    Spike::explosionParticles->setRadius(0.0, 10.0);
     
    103106{
    104107  assert (Spike::explosionParticles != NULL);
    105   Spike::explosionParticles->removeEmitter(this->emitter);
     108  //Spike::explosionParticles->removeEmitter(this->emitter);
     109  this->emitter->setSystem(NULL);
    106110  this->lifeCycle = 0.0;
    107111
     
    111115}
    112116
    113 
     117/*
    114118void Spike::collidesWith(WorldEntity* entity, const Vector& location)
    115119{
     
    120124  dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0);
    121125//   this->deactivate();
    122 }
     126}*/
    123127
    124128/**
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