/** * Räumt das Objekt auf. * * @author FloSoft */ void noDisappearingEnvObject::Destroy_noDisappearingEnvObject(void) { // Feld räumen, wenn ich sterbe gwg->SetNO(0, x, y); // ggf Event abmelden if(dead_event) em->RemoveEvent(dead_event); Destroy_noCoordBase(); }
void noFire::Destroy_noFire() { // nix mehr hier gwg->SetNO(0, pos); // Bauplätze drumrum neu berechnen gwg->RecalcBQAroundPoint(pos); // Evtl Sounds vernichten SOUNDMANAGER.WorkingFinished(this); Destroy_noCoordBase(); }
void noFire::Destroy_noFire() { // Just in case GetEvMgr().RemoveEvent(dead_event); // nix mehr hier gwg->SetNO(pos, nullptr); // Bauplätze drumrum neu berechnen gwg->RecalcBQAroundPoint(pos); // Evtl Sounds vernichten SOUNDMANAGER.WorkingFinished(this); Destroy_noCoordBase(); }
void noShipBuildingSite::Destroy() { gwg->SetNO(pos, NULL); Destroy_noCoordBase(); }
void noTree::Destroy_noTree() { em->RemoveEvent(produce_animal_event); Destroy_noCoordBase(); }
void noRoadNode::Destroy_noRoadNode() { DestroyAllRoads(); Destroy_noCoordBase(); }