void GenericCAO::setChildrenVisible(bool toset)
{
- for (std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end(); ci++) {
- GenericCAO *obj = m_env->getGenericCAO(*ci);
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
if (obj) {
obj->setVisible(toset);
}
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
if((m_env != NULL) && (permanent))
{
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end(); ci++)
- {
- if (m_env->attachement_parent_ids[*ci] == getId()) {
- m_env->attachement_parent_ids[*ci] = 0;
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ u16 ci = m_children[i];
+ if (m_env->attachement_parent_ids[ci] == getId()) {
+ m_env->attachement_parent_ids[ci] = 0;
}
}
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end(); ci++)
- {
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
// Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(*ci);
+ ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
if (obj)
obj->setAttachments();
}
updateBonePosition();
} else if (cmd == GENERIC_CMD_ATTACH_TO) {
u16 parentID = readS16(is);
+ u16 oldparent = m_env->attachement_parent_ids[getId()];
+ if (oldparent) {
+ m_children.erase(std::remove(m_children.begin(), m_children.end(),
+ getId()), m_children.end());
+ }
m_env->attachement_parent_ids[getId()] = parentID;
GenericCAO *parentobj = m_env->getGenericCAO(parentID);