@@ -1151,40 +1151,6 @@ bool Actor::ParticlePenetration(HitData &hd) {
11511151 return penetrated;
11521152}
11531153
1154-
1155- // ////////////////////////////////////////////////////////////////////////////////////////
1156- // Virtual method: OnMOHit
1157- // ////////////////////////////////////////////////////////////////////////////////////////
1158- // Description: Defines what should happen when this MovableObject hits another MO.
1159- // This is called by the owned Atom/AtomGroup of this MovableObject during
1160- // travel.
1161-
1162- bool Actor::OnMOHit (MovableObject *pOtherMO)
1163- {
1164- /* The ACraft now actively suck things in with cast rays instead
1165- // See if we hit any craft with open doors to get sucked into
1166- ACraft *pCraft = dynamic_cast<ACraft *>(pOtherMO);
1167-
1168- // Don't let things of wrong teams get sucked into other team's craft
1169- if (!IsSetToDelete() && pCraft && m_Team == pCraft->GetTeam() && (pCraft->GetHatchState() == ACraft::OPEN || pCraft->GetHatchState() == ACraft::OPENING))
1170- {
1171- // Switch control to the craft we just entered, if this is currently player controlled
1172- // Set AI controller of this one going into the ship
1173- if (g_ActivityMan.GetActivity() && this->GetController()->IsPlayerControlled())
1174- g_ActivityMan.GetActivity()->SwitchToActor(pCraft, this->GetController()->GetPlayer(), this->GetTeam());
1175- // Add (copy) to the ship's inventory
1176- pCraft->AddInventoryItem(dynamic_cast<MovableObject *>(this->Clone()));
1177- // Delete the original from scene - this is safer than 'removing' or handing over ownership halfway through MovableMan's update
1178- this->SetToDelete();
1179- // Terminate; we got sucked into the craft; so communicate this out
1180- return true;
1181- }
1182- */
1183- // Don't terminate, continue travel
1184- return false ;
1185- }
1186-
1187-
11881154// ////////////////////////////////////////////////////////////////////////////////////////
11891155// Virtual method: GetAIModeIcon
11901156// ////////////////////////////////////////////////////////////////////////////////////////
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