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Ignore:
Timestamp:
Dec 16, 2008, 6:01:13 PM (17 years ago)
Author:
landauf
Message:

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

Location:
code/branches/presentation
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation

  • code/branches/presentation/src/orxonox/objects/infos/PlayerInfo.cc

    r2371 r2485  
    4646        this->bLocalPlayer_ = false;
    4747        this->bReadyToSpawn_ = false;
     48        this->bSetUnreadyAfterSpawn_ = true;
    4849        this->controller_ = 0;
    4950        this->controllableEntity_ = 0;
     
    6465                this->controller_ = 0;
    6566            }
     67
     68            if (this->getGametype())
     69                this->getGametype()->playerLeft(this);
    6670        }
    6771    }
     
    7680    void PlayerInfo::changedName()
    7781    {
     82        SUPER(PlayerInfo, changedName);
     83
    7884        if (this->isInitialized() && this->getGametype())
    7985            this->getGametype()->playerChangedName(this);
     
    109115        if (this->controllableEntity_)
    110116            this->controller_->setControllableEntity(this->controllableEntity_);
     117        this->changedController();
    111118    }
    112119
    113     void PlayerInfo::startControl(ControllableEntity* entity)
     120    void PlayerInfo::startControl(ControllableEntity* entity, bool callback)
    114121    {
     122        if (entity == this->controllableEntity_)
     123            return;
     124
    115125        if (this->controllableEntity_)
    116             this->stopControl(this->controllableEntity_);
     126            this->stopControl(this->controllableEntity_, callback);
    117127
    118128        this->controllableEntity_ = entity;
     
    122132            this->controllableEntityID_ = entity->getObjectID();
    123133            entity->setPlayer(this);
    124             this->bReadyToSpawn_ = false;
     134            this->bReadyToSpawn_ &= (!this->bSetUnreadyAfterSpawn_);
    125135        }
    126136        else
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