[Orxonox-commit 4886] r9555 - in code/trunk: data/levels src/orxonox/worldentities/pawns
smerkli at orxonox.net
smerkli at orxonox.net
Tue Mar 19 16:12:17 CET 2013
Author: smerkli
Date: 2013-03-19 16:12:17 +0100 (Tue, 19 Mar 2013)
New Revision: 9555
Modified:
code/trunk/data/levels/lastManStanding.oxw
code/trunk/src/orxonox/worldentities/pawns/Pawn.cc
Log:
Replaced explosion hack with another less ugly hack:
- There is now one explosion when the level launches
at the center of the level instead of one everytime
a pawn spawns.
Still ugly though.
Modified: code/trunk/data/levels/lastManStanding.oxw
===================================================================
--- code/trunk/data/levels/lastManStanding.oxw 2013-03-17 18:02:25 UTC (rev 9554)
+++ code/trunk/data/levels/lastManStanding.oxw 2013-03-19 15:12:17 UTC (rev 9555)
@@ -132,7 +132,13 @@
</collisionShapes>
</StaticEntity>
+<!-- top explosion, this is instantiated here so it does not load all resources
+ later when the first kill happens. Far away since we don't want to see it -->
+ <BigExplosion position="1e12,0,0" collisionType=static visible=false >
+ </BigExplosion>
+
+
<?lua end ?><!-- ---------------asteroid dome END------------------->
</Scene>
Modified: code/trunk/src/orxonox/worldentities/pawns/Pawn.cc
===================================================================
--- code/trunk/src/orxonox/worldentities/pawns/Pawn.cc 2013-03-17 18:02:25 UTC (rev 9554)
+++ code/trunk/src/orxonox/worldentities/pawns/Pawn.cc 2013-03-19 15:12:17 UTC (rev 9555)
@@ -97,12 +97,6 @@
this->isHumanShip_ = this->hasLocalController();
this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
-
- /* sewper awesome optimization. This loads all the files required for
- * the big explosion once in the beginning to make sure the game does
- * not start lagging at the first in-action explosion.
- */
- BigExplosion *chunk = new BigExplosion(this->getCreator());
}
Pawn::~Pawn()
More information about the Orxonox-commit
mailing list