
Untitled
By: a guest on
May 18th, 2012 | syntax:
None | size: 1.02 KB | hits: 17 | expires: Never
instantiation oddity
int j = 0;
for (vec_i_sz i = 0; i < rifleNodes.size(); i++, j++)
{
riflePickups.push_back(RiflePU(agents, mesh));
riflePickups[i].Position(nodes[rifleNodes[i]].Position());
pickups.push_back(&riflePickups[i]);//point the pickup pointer to the rifle pickup
pickups[j]->Index(j);
pickups[j]->NodeIndex(rifleNodes[i]);
}
for (vec_i_sz i = 0; i < shotgunNodes.size(); i++, j++)
{
shotgunPickups.push_back(ShotgunPU(agents, mesh));
shotgunPickups[i].Position(nodes[shotgunNodes[i]].Position());
pickups.push_back(&shotgunPickups[i]);
pickups[j]->Index(j);
pickups[j]->NodeIndex(shotgunNodes[i]);
}
std::vector<Pickup*> pickups;
std::vector<RiflePU> riflePickups;
std::vector<ShotgunPU> shotgunPickups;
pickups(std::vector<Pickup*>()),
riflePickups(std::vector<RiflePU>()),
shotgunPickups(std::vector<ShotgunPU>())
Person daisy = new Person();
daisy.salary = 39000;
dosomethingwith(daisy);
Person* daisy = new Person();
daisy->salary = 39000;
dosomethingwith(daisy);