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 ); } }
void PhysicsForce::onUnmount( SceneObject *obj, S32 node ) { clearProcessAfter(); Parent::onUnmount( obj, node ); }