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STATEMACHINE_TEMPLATE is added to template statemachines...
It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN TASKING!!! Jippie!!! The next thing is to debug the DETECTION_DISPATCHER... And make STATEMACHINE_TEMPLATE now as a parameter to create new STATEMACHINEs, instead of that ugly table construction. The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to be initialized with a TEMPLATE... Maybe I can commit already and just implement this later ...
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@@ -69,12 +69,12 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
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self:EventOnBirth(
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--- @param Core.Event#EVENTDATA EventData
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function( HQ, EventData )
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function( self, EventData )
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self:E( { EventData } )
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local EventGroup = GROUP:Find( EventData.IniDCSGroup )
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if EventGroup and HQ:HasGroup( EventGroup ) then
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if EventGroup and self:HasGroup( EventGroup ) then
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local MenuReporting = MENU_GROUP:New( EventGroup, "Reporting", self.CommandCenterMenu )
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local MenuMissions = MENU_GROUP_COMMAND:New( EventGroup, "Missions", MenuReporting, HQ.ReportMissions, HQ, EventGroup )
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local MenuMissions = MENU_GROUP_COMMAND:New( EventGroup, "Missions", MenuReporting, self.ReportMissions, self, EventGroup )
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end
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end
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)
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