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Ignore:
Timestamp:
May 3, 2015, 12:22:22 PM (10 years ago)
Author:
landauf
Message:

i think it makes more sense to delete killed pawns and shipparts directly after a tick instead of before the next tick

Location:
code/branches/core7/src/orxonox
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • code/branches/core7/src/orxonox/PawnManager.cc

    r10413 r10416  
    5151    }
    5252
    53     void PawnManager::preUpdate(const Clock& time)
     53    void PawnManager::postUpdate(const Clock& time)
    5454    {
    5555        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it != ObjectList<Pawn>::end(); )
  • code/branches/core7/src/orxonox/PawnManager.h

    r10413 r10416  
    4444            virtual ~PawnManager();
    4545
    46             virtual void preUpdate(const Clock& time);
    47             virtual void postUpdate(const Clock& time) { /*no action*/ }
     46            virtual void preUpdate(const Clock& time) { /*no action*/ }
     47            virtual void postUpdate(const Clock& time);
    4848
    4949        private:
  • code/branches/core7/src/orxonox/ShipPartManager.cc

    r10414 r10416  
    5151    }
    5252
    53     void ShipPartManager::preUpdate(const Clock& time)
     53    void ShipPartManager::postUpdate(const Clock& time)
    5454    {
    5555        for (ObjectList<ShipPart>::iterator it = ObjectList<ShipPart>::begin(); it != ObjectList<ShipPart>::end(); )
  • code/branches/core7/src/orxonox/ShipPartManager.h

    r10413 r10416  
    4444            virtual ~ShipPartManager();
    4545
    46             virtual void preUpdate(const Clock& time);
    47             virtual void postUpdate(const Clock& time) { /*no action*/ }
     46            virtual void preUpdate(const Clock& time) { /*no action*/ }
     47            virtual void postUpdate(const Clock& time);
    4848
    4949        private:
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