//------------------------------------------------------------------------------ // Sets our ownship pointer; public version, which is usually called by // the Station class. Derived versions of Otw can override this function // and control the switch of ownship using setOwnship0() //------------------------------------------------------------------------------ void Otw::setOwnship(simulation::AbstractPlayer* const newOwnship) { const auto player = dynamic_cast<models::Player*>(newOwnship); if (player != nullptr) { setOwnship0(player); } }
//------------------------------------------------------------------------------ // Sets our ownship pointer; public version, which is usually called by // the Station class. Derived versions of Otw can override this function // and control the switch of ownship using setOwnship0() //------------------------------------------------------------------------------ void Otw::setOwnship(Player* const newOwnship) { setOwnship0(newOwnship); }