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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
"hl com">but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "clientobject.h" #include "debug.h" #include "porting.h" #include "constants.h" /* ClientActiveObject */ ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env): ActiveObject(id), m_gamedef(gamedef), m_env(env) { } ClientActiveObject::~ClientActiveObject() { removeFromScene(true); } ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef, ClientEnvironment *env) { // Find factory function std::map<u16, Factory>::iterator n; n = m_types.find(type); if(n == m_types.end()) { // If factory is not found, just return. dstream<<"WARNING: ClientActiveObject: No factory for type=" <<(int)type<<std::endl; return NULL; } Factory f = n->second; ClientActiveObject *object = (*f)(gamedef, env); return object; } void ClientActiveObject::registerType(u16 type, Factory f) { std::map<u16, Factory>::iterator n; n = m_types.find(type); if(n != m_types.end()) return; m_types[type] = f; }