virtual bool init(bool search_in_AI_path=false);
virtual void bind();
- virtual void unbind();
virtual void update(double dt);
- void addMotionInfo(const FGExternalMotionData& motionInfo, long stamp);
+ void addMotionInfo(FGExternalMotionData& motionInfo, long stamp);
void setDoubleProperty(const std::string& prop, double val);
- void setCallSign(const string& callSign)
- { mCallSign = callSign; }
- const char* getCallSign(void) const
- { return mCallSign.c_str(); }
-
long getLastTimestamp(void) const
{ return mLastTimestamp; }
void addPropertyId(unsigned id, const char* name)
{ mPropertyMap[id] = props->getNode(name, true); }
+ SGPropertyNode* getPropertyRoot()
+ { return props; }
+
virtual const char* getTypeString(void) const { return "multiplayer"; }
private:
typedef std::map<unsigned, SGSharedPtr<SGPropertyNode> > PropertyMap;
PropertyMap mPropertyMap;
- std::string mCallSign;
-
double mTimeOffset;
bool mTimeOffsetSet;
+ double lastUpdateTime;
+
/// Properties which are for now exposed for testing
bool mAllowExtrapolation;
double mLagAdjustSystemSpeed;
long mLastTimestamp;
- // Propertiies for tankers
+ // Properties for tankers
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