Changeset 7581
- Timestamp:
- Oct 25, 2010, 10:21:53 PM (14 years ago)
- Location:
- code/branches/lastmanstanding
- Files:
-
- 1 added
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.cc
r7579 r7581 236 236 return 0; 237 237 } 238 /*BUG-Description: 239 *There are two ways for a player to be killed: Either receiving damage, or through the following function. 240 *The function works fine - until the last call, when a player looses his last live. Than the kill part 241 *(it->second.state_ = PlayerState::Dead;) somehow isn't executed: 242 *The player isn't killed (he doesn't leave play). Although the corresponding code is reached. 243 * 244 *How to reproduce this bug: Start a new Lastmanstanding-Match. Immdiately add 8 bots(before actually entering the level). 245 *Just fly around and wait. Don't shoot, since only passive behaviour triggers the killPlayer-Function. 246 */ 238 247 239 void LastManStanding::killPlayer(PlayerInfo* player) 248 240 { … … 252 244 if (it != this->players_.end()) 253 245 { 254 if (playerLives_[player]<=1)//if player lost all lives 255 { 256 this->playersAlive--; 257 const std::string& message = player->getName() + " is out"; 258 COUT(0) << message << std::endl; 259 Host::Broadcast(message); 260 playerLives_[player]=playerLives_[player]-1;//-----------datapart 261 it->second.killed_++; 262 it->second.state_ = PlayerState::Dead;//-------------killpart 263 } 264 else 265 { 266 playerLives_[player]=playerLives_[player]-1;//-----------datapart 267 it->second.killed_++; 268 it->second.state_ = PlayerState::Dead;//-------------killpart 269 270 this->timeToAct_[player]=timeRemaining+3.0f;//reset timer 271 } 272 246 if(!player->getControllableEntity()) 247 {return;} 248 Pawn* pawn = dynamic_cast<Pawn*>(player->getControllableEntity()); 249 if(!pawn) 250 {return;} 251 pawn->kill(); 252 this->timeToAct_[player]=timeRemaining+3.0f;//reset timer 273 253 } 274 254 } … … 277 257 { 278 258 SUPER(LastManStanding, tick, dt); 279 if( !this->hasEnded())280 { 281 if ((this->hasStarted()&&(playersAlive ==1)))//last player remaining259 if(this->hasStarted()&&(!this->hasEnded())) 260 { 261 if ((this->hasStarted()&&(playersAlive<=1)))//last player remaining 282 262 { 283 263 this->end();
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