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Ignore:
Timestamp:
May 15, 2008, 11:33:46 PM (17 years ago)
Author:
scheusso
Message:

found a 'bug' in projectile - we set the networkid now everytime in constructor of projectile

Location:
code/branches/merge/src
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • code/branches/merge/src/network/Server.cc

    r1299 r1306  
    149149    processQueue();
    150150    updateGamestate();
    151 
    152151//     usleep(500000); // TODO remove
    153152    return;
  • code/branches/merge/src/network/Synchronisable.cc

    r1305 r1306  
    155155    //std::cout << "inside getData" << std::endl;
    156156    if(classID==0)
    157       COUT(3) << "classid 0" << std::endl;
     157      COUT(3) << "classid 0 " << this->getIdentifier()->getName() << std::endl;
    158158    classID=this->getIdentifier()->getNetworkID();
    159159    std::list<synchronisableVariable *>::iterator i;
  • code/branches/merge/src/orxonox/objects/Projectile.cc

    r1263 r1306  
    6363
    6464        this->destroyTimer_.setTimer(this->lifetime_, false, this, createExecutor(createFunctor(&Projectile::destroyObject)));
     65        this->classID = this->getIdentifier()->getNetworkID(); // TODO: remove this hack
     66//        COUT(3) << this->classID << std::endl;
    6567    }
    6668
  • code/branches/merge/src/orxonox/objects/SpaceShip.cc

    r1299 r1306  
    456456        if (this->bLMousePressed_ && this->timeToReload_ <= 0)
    457457        {
     458         
    458459            Projectile *p = new Projectile(this);
     460           
    459461            p->setBacksync(true);
    460462            this->timeToReload_ = this->reloadTime_;
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