Several changes/fixes based on the latest broken refactoring.

Fixed Simon's mistake in CapturePointLogic. William fixed so TriggerSystem works again with CapturePoints.
This commit is contained in:
verysecrethero
2016-02-02 11:37:22 +01:00
parent 7408da401b
commit 42b52a6766
9 changed files with 205 additions and 10 deletions
+3 -3
View File
@@ -76,18 +76,18 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>&
bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
{
LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity.ID, event.Trigger.ID);
return true;
}
bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
{
LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity.ID, event.Trigger.ID);
return true;
}
bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
{
LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
LOG_INFO("Player entity %i left trigger entity %i.", event.Entity.ID, event.Trigger.ID);
return true;
}