nail down intro2 problem with disappearing ships (displayed in wrong place)
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@616 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -2656,6 +2656,7 @@ GLfloat docked_light_specular[] = { (GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 0.5,
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{
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[ship setQRotation:q2];
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[ship setPosition: 0.0f : 0.0f : 3.6f * ship->actual_radius];
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[ship setDestination: ship->position]; // ideal position
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//NSLog(@"demo ship %@ has collision radius %.1f 250.0/cr = %.1f", [ship name], ship->collision_radius, 250.0/ship->collision_radius);
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@ -5381,7 +5382,10 @@ BOOL maintainLinkedLists(Universe* uni)
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case DEMO_FLY_IN :
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vel.x = 0.0; vel.y = 0.0; vel.z = 0.0;
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if (demo_ship)
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{
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[demo_ship setVelocity:vel];
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[demo_ship setPosition:[demo_ship destination]]; // ideal position
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}
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demo_stage = DEMO_SHOW_THING;
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demo_stage_time = universal_time + 6.0;
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break;
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@ -5404,8 +5408,8 @@ BOOL maintainLinkedLists(Universe* uni)
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[[demo_ship getAI] setStateMachine:@"nullAI.plist"];
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[demo_ship setQRotation:q2];
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[demo_ship setPosition: 0.0f : 0.0f : 360.0f * demo_ship->actual_radius];
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[demo_ship setDestination: make_vector( 0.0f, 0.0f, 3.6f * demo_ship->actual_radius)];
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vel.x = 0.0; vel.y = 0.0; vel.z = -3.6 * demo_ship->actual_radius * 100.0;
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[demo_ship setDestination: make_vector( 0.0f, 0.0f, 3.6f * demo_ship->actual_radius)]; // ideal position
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vel.x = 0.0; vel.y = 0.0; vel.z = -360.0f * demo_ship->actual_radius;
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[demo_ship setVelocity:vel];
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[demo_ship setScanClass: CLASS_NO_DRAW];
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[demo_ship setRoll:PI/5.0];
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