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Ignore:
Timestamp:
Dec 11, 2005, 10:15:23 PM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: first optimisations with InactiveNode
observe this through changing weapons while showing the PNodes with Shell → World togglePNodeVisibility

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/world_entities/weapons/weapon_manager.cc

    r6054 r6055  
    2323#include "crosshair.h"
    2424
    25 #include "class_list.h"
    2625#include "load_param.h"
    2726#include "factory.h"
    28 #include "list.h"
     27
    2928#include "t_animation.h"
    3029#include "null_parent.h"
     
    380379          tickWeapon->requestAction(WA_ACTIVATE);
    381380          tickWeapon->setParent(&this->currentSlotConfig[i].position);
     381          this->currentSlotConfig[i].position.activateNode();
    382382        }
     383        else
     384          this->currentSlotConfig[i].position.deactivateNode();
    383385      }
    384386    }
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