- Timestamp:
- Mar 17, 2009, 12:49:29 PM (16 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
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-
code/branches/netp/src/orxonox/objects/controllers/AIController.cc
r2662 r2794 101 101 void AIController::tick(float dt) 102 102 { 103 if (!this->isActive()) 104 return; 105 106 if (this->target_) 107 this->aimAtTarget(); 108 109 if (this->bHasTargetPosition_) 110 this->moveToTargetPosition(dt); 111 112 if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(500) && this->isLookingAtTarget(Ogre::Math::PI / 20.0)) 113 this->getControllableEntity()->fire(WeaponMode::fire); 103 if(Core::isMaster()) 104 { 105 if (!this->isActive()) 106 return; 107 108 if (this->target_) 109 this->aimAtTarget(); 110 111 if (this->bHasTargetPosition_) 112 this->moveToTargetPosition(dt); 113 114 if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(500) && this->isLookingAtTarget(Ogre::Math::PI / 20.0)) 115 this->getControllableEntity()->fire(WeaponMode::fire); 116 } 114 117 115 118 SUPER(AIController, tick, dt);
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