Changeset 1574 for code/branches/core3/src/orxonox
- Timestamp:
- Jun 9, 2008, 4:35:38 AM (17 years ago)
- Location:
- code/branches/core3/src/orxonox
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/core3/src/orxonox/Orxonox.cc
r1567 r1574 462 462 Core::tick((float)evt.timeSinceLastFrame); 463 463 // Call those objects that need the real time 464 for (Iterator<TickableReal> it = ObjectList<TickableReal>:: start(); it; ++it)464 for (Iterator<TickableReal> it = ObjectList<TickableReal>::begin(); it; ++it) 465 465 it->tick((float)evt.timeSinceLastFrame); 466 466 // Call the scene objects 467 for (Iterator<Tickable> it = ObjectList<Tickable>:: start(); it; ++it)467 for (Iterator<Tickable> it = ObjectList<Tickable>::begin(); it; ++it) 468 468 it->tick((float)evt.timeSinceLastFrame * this->timefactor_); 469 469 //AudioManager::tick(); -
code/branches/core3/src/orxonox/objects/NPC.cc
r1505 r1574 61 61 movable_ = movable; 62 62 } 63 63 64 64 void NPC::registerAllVariables(){ 65 65 Model::registerAllVariables(); 66 66 registerVar(&movable_, sizeof(movable_), network::DATA); 67 67 } 68 68 69 69 70 70 /** … … 117 117 int numberOfNeighbour = 0; //number of observed neighbours 118 118 float distance = 0; // distance to the actual element 119 for(Iterator<WorldEntity> it = ObjectList<WorldEntity>:: start(); it; ++it) { //go through all elements119 for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::begin(); it; ++it) { //go through all elements 120 120 distance = getDistance(*it); //get distance between this and actual 121 121 if ((distance > 0) && (distance < SEPERATIONDISTANCE)) { //do only if actual is inside detectionradius … … 144 144 //float distance = 0; 145 145 //go through all elements 146 for(Iterator<NPC> it = ObjectList<NPC>:: start(); it; ++it) { //just working with 3 elements at the moment146 for(Iterator<NPC> it = ObjectList<NPC>::begin(); it; ++it) { //just working with 3 elements at the moment 147 147 float distance = getDistance(*it); //get distance between this and actual 148 148 if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) { //check if actual element is inside detectionradius … … 164 164 //float distance = 0; 165 165 //go through all elements 166 for(Iterator<NPC> it = ObjectList<NPC>:: start(); it; ++it) { //just working with 3 elements at the moment166 for(Iterator<NPC> it = ObjectList<NPC>::begin(); it; ++it) { //just working with 3 elements at the moment 167 167 float distance = getDistance(*it); //get distance between this and actual 168 168 if ((distance > 0) && (distance < COHESIONDISTANCE)) { //check if actual element is inside detectionradius -
code/branches/core3/src/orxonox/objects/Projectile.cc
r1563 r1574 86 86 87 87 float radius; 88 for (Iterator<Model> it = ObjectList<Model>:: start(); it; ++it)88 for (Iterator<Model> it = ObjectList<Model>::begin(); it; ++it) 89 89 { 90 90 if ((*it) != this->owner_) -
code/branches/core3/src/orxonox/objects/SpaceShip.cc
r1564 r1574 72 72 SpaceShip *SpaceShip::getLocalShip(){ 73 73 Iterator<SpaceShip> it; 74 for(it = ObjectList<SpaceShip>:: start(); it; ++it){74 for(it = ObjectList<SpaceShip>::begin(); it; ++it){ 75 75 if( (it)->myShip_ ) 76 76 return *it;
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