- Timestamp:
- Nov 23, 2008, 4:31:36 PM (15 years ago)
- File:
-
- 1 edited
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code/branches/questsystem2/src/orxonox/objects/quest/QuestEffectBeacon.cc
r2226 r2251 30 30 @file QuestEffectBeacon.cc 31 31 @brief 32 32 Implementation of the QuestEffectBeacon class. 33 33 */ 34 34 … … 91 91 SUPER(QuestEffectBeacon, processEvent, event); 92 92 93 93 SetSubclassEvent(QuestEffectBeacon, "execute", execute, event, PlayerTrigger); 94 94 } 95 95 … … 98 98 Executes the QuestEffectBeacon. 99 99 This means extracting the ControllableEntity from the PlayerTrigger, provided by the Event causing the execution, and the extracting the PlayerInfo from the received ControllableEntity and invoking the QuestEffectbeacon's QuestEffects on the received PlayerInfo. 100 @param b101 TDO: What is this???102 100 @param trigger 103 101 Apointer to the PlayerTrigger that threw the Event. … … 147 145 this->decrementTimes(); //!< Decrement the number of times the beacon can be used. 148 146 return true; 149 150 151 147 } 148 149 return false; 152 150 } 153 151 … … 169 167 if(activate) 170 168 { 171 172 169 this->status_ = QuestEffectBeaconStatus::active; 170 return true; 173 171 } 174 172 … … 195 193 196 194 this->times_ = this->times_ - 1; //!< Decrement number of times the QuestEffectBeacon can be executed. 197 198 195 if(this->getTimes() == 0) //!< Set the QuestEffectBeacon to inactive when the number of times it can be executed is reduced to 0. 196 { 199 197 this->status_ = QuestEffectBeaconStatus::inactive; 200 198 } 201 199 202 200 return true;
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