- Timestamp:
- Nov 30, 2011, 4:17:00 PM (12 years ago)
- File:
-
- 1 edited
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code/branches/spaceraceTwo/src/modules/gametypes/RaceCheckPoint.cc
r8949 r8954 40 40 CreateFactory(RaceCheckPoint); 41 41 42 42 43 43 44 RaceCheckPoint::RaceCheckPoint(BaseObject* creator): Distance Trigger(creator), RadarViewable(creator, static_cast<WorldEntity*>(this))44 RaceCheckPoint::RaceCheckPoint(BaseObject* creator): DistanceMultiTrigger(creator), RadarViewable(creator, static_cast<WorldEntity*>(this)) 45 45 { 46 46 RegisterObject(RaceCheckPoint); 47 47 this->setDistance(100); 48 this->setBeaconMode("off"); 49 this->setBroadcast(false); 50 this->setSimultaneousTriggerers(100); 48 51 49 52 … … 56 59 this->setRadarObjectShape(RadarViewable::Triangle); 57 60 this->setRadarVisibility(true); 61 62 //this->addTarget("WorldEntity"); 63 64 58 65 } 66 59 67 60 68 RaceCheckPoint::~RaceCheckPoint() 61 69 { 62 //if (this->isInitialized()) 70 71 if (this->isInitialized()) 63 72 { 64 73 //for (size_t i = 0; i < 3; ++i) … … 76 85 if(this->isVisible_){this->setRadarVisibility(true);} 77 86 else{this->setRadarVisibility(false);} 78 87 88 89 79 90 80 91 /*this->setRadarVisibility(false); … … 103 114 } 104 115 105 void RaceCheckPoint:: triggered(bool bIsTriggered, PlayerInfo* player)116 void RaceCheckPoint::fire(bool bIsTriggered,BaseObject* player) 106 117 { 107 DistanceTrigger::triggered(bIsTriggered); 118 119 //bool b= bIsTriggered; 120 //PlayerInfo* pl= player; 121 DistanceMultiTrigger::fire((bool)bIsTriggered,player); 122 123 //SUPER(RaceCheckPoint,fire,bIsTriggered,player); 124 108 125 109 126 SpaceRace* gametype = orxonox_cast<SpaceRace*>(this->getGametype().get()); 110 127 assert(gametype); 111 if (gametype && this->getCheckpointIndex() == gametype->getCheckpointReached(player) && bIsTriggered) 128 129 PlayerInfo* player2 = (PlayerInfo*)player; 130 assert(player2); 131 //DistanceMultiTrigger::fire(bIsTriggered,player); 132 133 134 135 136 137 if (gametype && this->getCheckpointIndex() == gametype->getCheckpointReached(player2) && bIsTriggered) 112 138 { 113 139 gametype->clock_.capture(); … … 122 148 else 123 149 { 124 gametype->newCheckpointReached(this,player );150 gametype->newCheckpointReached(this,player2); 125 151 this->setRadarObjectColour(ColourValue::Green); //sets the radar colour of the checkpoint to green if it is reached, else it is red. 126 152 }
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