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Ignore:
Timestamp:
Sep 2, 2010, 10:06:51 AM (14 years ago)
Author:
dafrick
Message:

Hiding MultiTrigger behind PlayerTrigger for consistency of use.
Trying some things out with notifications.

Location:
code/branches/notifications/src/modules/objects/triggers
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • code/branches/notifications/src/modules/objects/triggers/MultiTriggerContainer.cc

    r7301 r7324  
    3535
    3636#include "core/CoreIncludes.h"
     37#include "worldentities/pawns/Pawn.h"
    3738
    3839namespace orxonox
     
    6566    {
    6667        RegisterObject(MultiTriggerContainer);
     68
     69        Pawn* pawn = orxonox_cast<Pawn*>(data);
     70        if(pawn != NULL)
     71        {
     72            this->setForPlayer(true);
     73            this->setTriggeringPlayer(pawn);
     74        }
    6775    }
    6876
  • code/branches/notifications/src/modules/objects/triggers/MultiTriggerContainer.h

    r7301 r7324  
    3838
    3939#include "core/BaseObject.h"
     40#include "interfaces/PlayerTrigger.h"
    4041
    4142namespace orxonox
     
    4849        Damian 'Mozork' Frick
    4950    */
    50     class _ObjectsExport MultiTriggerContainer : public BaseObject
     51    class _ObjectsExport MultiTriggerContainer : public BaseObject, public PlayerTrigger
    5152    {
    5253
     
    7273            MultiTrigger* originator_; //!< The originator.
    7374            BaseObject* data_; //!< The data.
     75
    7476    };
    7577
  • code/branches/notifications/src/modules/objects/triggers/Trigger.cc

    r7319 r7324  
    160160  void Trigger::triggered(bool bIsTriggered)
    161161  {
    162       COUT(1) << "Trigger triggered." << std::endl; //TODO: Remove debug.
    163162    this->fireEvent(bIsTriggered);
    164163  }
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