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 ); } }
void GameBase::onMount( SceneObject *obj, S32 node ) { deleteNotify( obj ); // Are we mounting to a GameBase object? GameBase *gbaseObj = dynamic_cast<GameBase*>( obj ); if ( gbaseObj && gbaseObj->getControlObject() != this ) processAfter( gbaseObj ); if (!isGhost()) { setMaskBits(MountedMask); mDataBlock->onMount_callback( this, obj, node ); } }