Beispiel #1
0
void SceneObject::onDeleteNotify( SimObject *obj )
{      
   // We are comparing memory addresses so even if obj really is not a 
   // ProcessObject this cast shouldn't break anything.
   //.logicking - cast to SceneObject first for correct casting to ProcessObject
   if ( (ProcessObject*)((SceneObject*)obj) == mAfterObject)
      clearProcessAfter();

   if ( obj == mMount.object )
      unmount();

   Parent::onDeleteNotify( obj );   
}
void GameBase::onUnmount( SceneObject *obj, S32 node )
{
   clearNotify(obj);

   GameBase *gbaseObj = dynamic_cast<GameBase*>( obj );

   if ( gbaseObj && gbaseObj->getControlObject() != this )
      clearProcessAfter();

   if (!isGhost()) {
      setMaskBits(MountedMask);
      mDataBlock->onUnmount_callback( this, obj, node );
   }
}
Beispiel #3
0
void PhysicsForce::onUnmount( SceneObject *obj, S32 node )
{
   clearProcessAfter();
   Parent::onUnmount( obj, node );
}