- 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
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@ -26,7 +26,7 @@ MA 02110-1301, USA.
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#if NEW_PLANETS
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#define NEW_ATMOSPHERE 1
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#define NEW_ATMOSPHERE 0
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#import "OOPlanetDrawable.h"
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@ -10594,13 +10594,10 @@ Vector positionOffsetForShipInRotationToAlignment(ShipEntity* ship, Quaternion q
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[cargo insertObject:other atIndex:0]; // places most recently scooped object at eject position
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[other setStatus:STATUS_IN_HOLD];
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[other performTumble];
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// Eric: next event is not yet documented on the wiki. Do we need it? or could we place the existing 'shipScoopedOther' from above here,
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// after the cargo script has fired and expose type and amount of the cargo object in JS?
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// [self doScriptEvent:OOJSID("shipScoopedCargo") withArguments:[NSArray arrayWithObjects:CommodityTypeToString(co_type), [NSNumber numberWithInt:co_amount], nil]];
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[self doScriptEvent:OOJSID("shipScoopedOther") withArgument:other];
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[shipAI message:@"CARGO_SCOOPED"];
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if (max_cargo && [cargo count] >= [self maxAvailableCargoSpace]) [shipAI message:@"HOLD_FULL"];
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}
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[self doScriptEvent:OOJSID("shipScoopedOther") withArgument:other]; // always fire, even without commodity.
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[[other collisionArray] removeObject:self]; // so it can't be scooped twice!
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[self suppressTargetLost];
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[UNIVERSE removeEntity:other];
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