- Timestamp:
- Dec 13, 2005, 11:52:02 AM (19 years ago)
- Location:
- branches/network/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/network/src/Makefile.am
r6080 r6085 49 49 story_entities/campaign.cc \ 50 50 story_entities/world.cc \ 51 story_entities/network_world.cc \ 51 52 world_entities/world_entity.cc \ 52 53 world_entities/camera.cc \ … … 92 93 story_entities/campaign.h \ 93 94 story_entities/world.h \ 95 story_entities/network_world.h \ 94 96 world_entities/world_entity.h \ 95 97 world_entities/camera.h \ -
branches/network/src/story_entities/network_world.cc
r6069 r6085 325 325 if( created != NULL ) 326 326 { 327 if(created->isA(CL_ WORLD_ENTITY))327 if(created->isA(CL_SPAWNING_POINT)) 328 328 this->spawn(dynamic_cast<WorldEntity*>(created)); 329 329 printf("Created a Spawning Point %s: %s\n", created->getClassName(), created->getName()); 330 330 } 331 331 332 // if we load a 'Player' we use it as localPlayer 333 334 335 //todo do this more elegant 336 if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) 337 sky = dynamic_cast<SkyBox*>(created); 338 if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) 339 { 340 terrain = dynamic_cast<Terrain*>(created); 341 CDEngine::getInstance()->setTerrain(terrain); 342 } 332 343 333 element = element->NextSiblingElement(); 344 334 glmis->step(); //! @todo temporary -
branches/network/src/world_entities/Makefile.am
r5915 r6085 8 8 camera.cc \ 9 9 playable.cc \ 10 player.cc \10 player.cc \ 11 11 npc.cc \ 12 12 npc2.cc \ … … 18 18 character_attributes.cc \ 19 19 test_entity.cc \ 20 space_ships/space_ship.cc \20 space_ships/space_ship.cc \ 21 21 weapons/weapon_manager.cc \ 22 22 weapons/weapon.cc \ … … 27 27 weapons/rocket.cc \ 28 28 weapons/laser.cc \ 29 weapons/ground_turret.cc \29 weapons/ground_turret.cc \ 30 30 weapons/crosshair.cc \ 31 weapons/ground_turret.cc \31 weapons/ground_turret.cc \ 32 32 power_ups/power_up.cc \ 33 33 power_ups/turret_power_up.cc \ … … 38 38 camera.h \ 39 39 playable.h \ 40 player.h \40 player.h \ 41 41 npc.h \ 42 42 npc2.h \
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