void addPropertyId(unsigned id, const char* name)
{ mPropertyMap[id] = props->getNode(name, true); }
+ double getplayerLag(void) const
+ { return playerLag; }
+
+ void setplayerLag(double mplayerLag)
+ {playerLag = mplayerLag; }
+
+ int getcompensateLag(void) const
+ { return compensateLag; }
+
+ void setcompensateLag(int mcompensateLag)
+ {compensateLag = mcompensateLag; }
+
SGPropertyNode* getPropertyRoot()
{ return props; }
double mTimeOffset;
bool mTimeOffsetSet;
-
+ double playerLag;
+ int compensateLag;
double lastUpdateTime;
/// Properties which are for now exposed for testing
SGPropertyNode_ptr refuel_node;
bool isTanker;
bool contact; // set if this tanker is within fuelling range
+
+ // velocities/u,v,wbody-fps
+ SGPropertyNode_ptr _uBodyNode;
+ SGPropertyNode_ptr _vBodyNode;
+ SGPropertyNode_ptr _wBodyNode;
};
#endif // _FG_AIMultiplayer_HXX