/[enigma]/enigma/src/objects.cc
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revision 1.48 by mhawlisch, Sun Apr 6 17:02:24 2003 UTC revision 1.49 by dheck, Sun Apr 20 22:04:35 2003 UTC
# Line 75  world::PerformAction(Object *o, bool ono Line 75  world::PerformAction(Object *o, bool ono
75      if (action == "callback") {      if (action == "callback") {
76          lua::CallFunc(target.c_str(), Value(onoff));          lua::CallFunc(target.c_str(), Value(onoff));
77      }      }
78        else if (action == "oxydsignal") {
79    
80        }
81      else if (Object *o = GetNamedObject(target)) {      else if (Object *o = GetNamedObject(target)) {
82          SendMessage(o, action);          SendMessage(o, action);
83      }      }
# Line 2787  StoneImpulse_Base::change_state(State st Line 2790  StoneImpulse_Base::change_state(State st
2790      GridPos p = get_pos();      GridPos p = get_pos();
2791      switch (st) {      switch (st) {
2792      case PULSING:      case PULSING:
2793            if (state != IDLE)
2794                return; // do not set new state
2795          play_sound("impulse");          play_sound("impulse");
2796          break;          break;
2797      case CLOSING:      case CLOSING:
# Line 2830  namespace Line 2835  namespace
2835              else if (st==CLOSING) set_anim("st-stoneimpulse-anim2");              else if (st==CLOSING) set_anim("st-stoneimpulse-anim2");
2836          }          }
2837    
2838          void actor_hit(const StoneContact &sc) {change_state(PULSING);}          void actor_hit(const StoneContact &sc) {
2839                change_state(PULSING);
2840            }
2841    
2842          bool on_laserhit(Direction) {          bool on_laserhit(Direction) {
2843              change_state(PULSING);              change_state(PULSING);

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