The children of the CapturePointModels now also get their visibility on/off. This is done since a capturepoint is actually 2 models and not just 1

This commit is contained in:
verysecrethero
2016-03-10 14:38:20 +01:00
parent 012420b4da
commit 0a94373f3f
2 changed files with 12 additions and 3 deletions
@@ -30,6 +30,7 @@ private:
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!