void FGAIMultiplayer::bind() {
FGAIBase::bind();
- props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
- props->tie("tanker", SGRawValuePointer<bool>(&isTanker));
+ tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+ tie("tanker", SGRawValuePointer<bool>(&isTanker));
- props->tie("controls/invisible",
+ tie("controls/invisible",
SGRawValuePointer<bool>(&invisible));
#define AIMPROProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, \
&FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
- //props->tie("callsign", AIMPROProp(const char *, CallSign));
+ //tie("callsign", AIMPROProp(const char *, CallSign));
- props->tie("controls/allow-extrapolation",
- AIMPRWProp(bool, AllowExtrapolation));
- props->tie("controls/lag-adjust-system-speed",
- AIMPRWProp(double, LagAdjustSystemSpeed));
+ tie("controls/allow-extrapolation",
+ AIMPRWProp(bool, AllowExtrapolation));
+ tie("controls/lag-adjust-system-speed",
+ AIMPRWProp(double, LagAdjustSystemSpeed));
#undef AIMPROProp
#undef AIMPRWProp
}
-void FGAIMultiplayer::unbind() {
- FGAIBase::unbind();
-
- //props->untie("callsign");
- props->untie("controls/allow-extrapolation");
- props->untie("controls/lag-adjust-system-speed");
- props->untie("controls/invisible");
- props->untie("refuel/contact");
- props->untie("tanker");
-
-}
-
void FGAIMultiplayer::update(double dt)
{
using namespace simgear;