Merge pull request #793 from machinelevel/dev4

Rave glove: Fix initialization issues and activate mode switch.
This commit is contained in:
Philip Rosedale 2013-08-06 12:15:01 -07:00
commit bb15eb664c
2 changed files with 8 additions and 3 deletions

View file

@ -54,7 +54,7 @@ void Hand::reset() {
void Hand::simulate(float deltaTime, bool isMine) {
if (_isRaveGloveActive) {
if (_raveGloveEffectsModeChanged) {
if (_raveGloveEffectsModeChanged && _raveGloveInitialized) {
activateNewRaveGloveMode();
_raveGloveEffectsModeChanged = false;
}
@ -363,6 +363,10 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
// The rave glove mode has changed, so activate the effects.
void Hand::activateNewRaveGloveMode() {
if (!_raveGloveInitialized) {
return;
}
int mode = _raveGloveEffectsMode;
_raveGloveParticleSystem.killAllParticles();

View file

@ -161,8 +161,9 @@ int HandData::decodeRemoteData(unsigned char* sourceBuffer) {
}
setRaveGloveActive((gloveFlags & GLOVE_FLAG_RAVE) != 0);
// Jeffrey: uncomment this to test locally, before unrolling it to the team.
// setRaveGloveMode(effectsMode);
if (numHands > 0) {
setRaveGloveMode(effectsMode);
}
// One byte for error checking safety.
unsigned char requiredLength = (unsigned char)(sourceBuffer - startPosition);