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Ignore:
Timestamp:
May 20, 2010, 10:36:48 PM (14 years ago)
Author:
dafrick
Message:

A lot of cleanup, mostly increasing output levels, which means, that the console is no longer cluttered by lots and lots of Quest-stuff (the log file still is, but that should be ok…).
Also some possible bugs (or let's say pitfalls) removed, which have been around for a long time and didn't cause any problems so far. Now they never will.
Also, regarding my previous commit. Quests seem tu work just fine, even the second time the level is loaded, which is awesome.

Ergo: Questsystem/Notificationsystem segfault upon loading a level with Quests/Notifications in it twice is now officially resolved.

File:
1 edited

Legend:

Unmodified
Added
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  • code/branches/presentation3/src/modules/questsystem/QuestNotification.h

    r5781 r6945  
    3939    /**
    4040    @brief
    41 
     41        The QuestNotification is a special Notification that has the single property that it is only sent by the questsystem.
    4242    @author
    4343        Damian 'Mozork' Frick
     
    4646    {
    4747        public:
    48             QuestNotification(BaseObject* creator);
    49             QuestNotification(const std::string & message);
    50             virtual ~QuestNotification();
     48            QuestNotification(BaseObject* creator); //!< Default Constructor.
     49            QuestNotification(BaseObject* creator, const std::string & message); //!< Constructor.
     50            virtual ~QuestNotification(); //!< Destructor.
    5151
    52             bool send(void);
     52            bool send(void); //!< Send the QuestNotification.
    5353
    5454        private:
    55             static const std::string SENDER;
    56 
    57             void initialize(void);
     55            static const std::string SENDER; //!< A string identifying the questsystem as the sender.
    5856
    5957    };
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