- Timestamp:
- Mar 26, 2013, 3:30:12 PM (12 years ago)
- Location:
- code/branches/formationupdate/src/orxonox
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/formationupdate/src/orxonox/controllers/FormationController.h
r9348 r9583 98 98 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); 99 99 100 /* Just for testing purposes: report the master. */ 101 FormationController* getMaster( void ) { return myMaster_; } 102 100 103 protected: 101 104 bool formationFlight_; … … 159 162 160 163 void setTarget(Pawn* target); 164 161 165 void searchNewTarget(); 162 166 void forgetTarget(); -
code/branches/formationupdate/src/orxonox/worldentities/pawns/Pawn.cc
r9555 r9583 47 47 #include "weaponsystem/WeaponSet.h" 48 48 49 #include "controllers/FormationController.h" 50 49 51 namespace orxonox 50 52 { … … 308 310 void Pawn::death() 309 311 { 312 /* TEST TEST This is used to find out if the current pawn is also 313 * the master of the formulation. 314 * 315 * NOTE: This does not yet check if the current pawn is actually 316 * the humanplayer or not! 317 */ 318 for (ObjectList<FormationController>::iterator it = 319 ObjectList<FormationController>::begin(); 320 it != ObjectList<FormationController>::end(); ++it ) 321 { 322 orxout(user_warning) << "Test! Master: " << it->getMaster() 323 << " My controller: " << this->getPlayer()->getController() << endl; 324 } 325 /* TEST TEST */ 326 327 328 329 310 330 this->setHealth(1); 311 331 if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
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