#include "AIMultiplayer.hxx"
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
// #define SG_DEBUG SG_ALERT
FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
mTimeOffsetSet = false;
mAllowExtrapolation = true;
mLagAdjustSystemSpeed = 10;
+
+ aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
+
}
isTanker = true;
// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
}
- return FGAIBase::init(search_in_AI_path);
+
+ // load model
+ bool result = FGAIBase::init(search_in_AI_path);
+ // propagate installation state (used by MP pilot list)
+ props->setBoolValue("model-installed", _installed);
+ return result;
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
- props->setBoolValue("tanker",isTanker);
+ props->tie("tanker", SGRawValuePointer<bool>(&isTanker));
+
+ props->tie("controls/invisible",
+ SGRawValuePointer<bool>(&invisible));
#define AIMPROProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
//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)
if ( isTanker) {
+ //cout << "IS tanker ";
if ( (range_ft2 < 250.0 * 250.0) &&
(y_shift > 0.0) &&
(elevation > 0.0) ){
// refuel_node->setBoolValue(true);
+ //cout << "in contact" << endl;
contact = true;
} else {
// refuel_node->setBoolValue(false);
+ //cout << "not in contact" << endl;
contact = false;
}
} else {
+ //cout << "NOT tanker " << endl;
contact = false;
}