- relocated the shipScoopedOther, so that it fires for any pod, not only for those with content that stay in the hold.

- Activated the 'old atmosphere' until we can merge with shady planets, were the new atmosphere does work.

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@5037 127b21dd-08f5-0310-b4b7-95ae10353056
This commit is contained in:
Eric Walch 2012-06-28 11:42:00 +00:00
parent 9447db9ea8
commit 3147089b76
2 changed files with 2 additions and 5 deletions

View File

@ -26,7 +26,7 @@ MA 02110-1301, USA.
#if NEW_PLANETS
#define NEW_ATMOSPHERE 1
#define NEW_ATMOSPHERE 0
#import "OOPlanetDrawable.h"

View File

@ -10594,13 +10594,10 @@ Vector positionOffsetForShipInRotationToAlignment(ShipEntity* ship, Quaternion q
[cargo insertObject:other atIndex:0]; // places most recently scooped object at eject position
[other setStatus:STATUS_IN_HOLD];
[other performTumble];
// Eric: next event is not yet documented on the wiki. Do we need it? or could we place the existing 'shipScoopedOther' from above here,
// after the cargo script has fired and expose type and amount of the cargo object in JS?
// [self doScriptEvent:OOJSID("shipScoopedCargo") withArguments:[NSArray arrayWithObjects:CommodityTypeToString(co_type), [NSNumber numberWithInt:co_amount], nil]];
[self doScriptEvent:OOJSID("shipScoopedOther") withArgument:other];
[shipAI message:@"CARGO_SCOOPED"];
if (max_cargo && [cargo count] >= [self maxAvailableCargoSpace]) [shipAI message:@"HOLD_FULL"];
}
[self doScriptEvent:OOJSID("shipScoopedOther") withArgument:other]; // always fire, even without commodity.
[[other collisionArray] removeObject:self]; // so it can't be scooped twice!
[self suppressTargetLost];
[UNIVERSE removeEntity:other];