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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_ball.cc

    r10333 r10345  
    8282    //  delete SpikeBall::explosionParticles;
    8383    PRINTF(1)("Deleting SpikeBall Particles\n");
     84//    if (SpikeBall::objectList().exists(SpikeBall::explosionParticles))
     85//      delete SpikeBall::explosionParticles;
    8486    SpikeBall::explosionParticles = NULL;
    8587  }
     
    9496  {
    9597    SpikeBall::explosionParticles = new SpriteParticles(1000);
    96     SpikeBall::explosionParticles->setName("BoltExplosionParticles");
     98    SpikeBall::explosionParticles->setName("SpikeBallExplosionParticles");
    9799    SpikeBall::explosionParticles->setLifeSpan(.5, .3);
    98100    SpikeBall::explosionParticles->setRadius(0.0, 10.0);
     
    138140{
    139141  assert (SpikeBall::explosionParticles != NULL);
    140   SpikeBall::explosionParticles->removeEmitter(this->emitter);
     142  //SpikeBall::explosionParticles->removeEmitter(this->emitter);
     143  this->emitter->setSystem(NULL);
    141144  this->lifeCycle = 0.0;
    142145
     
    146149}
    147150
    148 
     151/*
    149152void SpikeBall::collidesWith(WorldEntity* entity, const Vector& location)
    150153{
     
    154157  this->hitEntity = entity;
    155158  dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0);
    156 }
     159}*/
    157160
    158161
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