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Ignore:
Timestamp:
Sep 28, 2010, 9:48:32 PM (14 years ago)
Author:
scheusso
Message:

buffering incoming function calls for non-existing objects works now

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/trunk/src/orxonox/worldentities/ControllableEntity.cc

    r6417 r7495  
    8787        this->setPriority( Priority::VeryHigh );
    8888        this->registerVariables();
     89        COUT(0) << "CE creator" << endl;
     90        if( GameMode::isMaster() )
     91          callMemberNetworkFunction(ControllableEntity, fire, this->getObjectID(), 1, 0);
    8992    }
    9093
     
    241244    void ControllableEntity::fire(unsigned int firemode)
    242245    {
     246        COUT(0) << "fire........." << endl;
    243247        if(GameMode::isMaster())
    244248        {
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