- Timestamp:
- Nov 9, 2011, 4:16:24 PM (13 years ago)
- File:
-
- 1 edited
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code/branches/gamecontent/src/orxonox/gametypes/TeamGametype.cc
r8923 r8930 31 31 #include "core/CoreIncludes.h" 32 32 #include "core/ConfigValueIncludes.h" 33 #include "infos/PlayerInfo.h" 33 34 #include "interfaces/TeamColourable.h" 34 35 #include "worldentities/TeamSpawnPoint.h" … … 45 46 this->teams_ = 2; 46 47 this->allowFriendlyFire_ = false; 47 48 //this->playersPerTeam_ = 0; 49 this->maxPlayers_ = 0; 48 50 this->setConfigValues(); 49 51 } … … 104 106 } 105 107 108 void TeamGametype::spawnDeadPlayersIfRequested() 109 { 110 for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); 111 ++it) 112 if (it->second.state_ == PlayerState::Dead) 113 { 114 if ((it->first->isReadyToSpawn() || this->bForceSpawn_)) 115 { 116 this->spawnPlayer(it->first); 117 } 118 } 119 } 120 121 106 122 bool TeamGametype::allowPawnHit(Pawn* victim, Pawn* originator) 107 123 {// hit allowed: if victim & originator are foes or if originator doesnot exist or if friendlyfire is allowed
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