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Multiplayer: consistent callsign in properties.

To ensure consistent properties also tie the callsign to where it would be in a local model.
This commit is contained in:
Richard Harrison 2018-05-13 06:43:33 +02:00
parent 1555e1d6cb
commit d6556f5c94

View file

@ -508,6 +508,8 @@ void FGAIBase::bind() {
SGRawValueMethods<FGAIBase,const char*>(*this,
&FGAIBase::_getCallsign,
0));
// 2018.2 - to ensure consistent properties also tie the callsign to where it would be in a local model.
tie("sim/multiplay/callsign", SGRawValueMethods<FGAIBase, const char*>(*this, &FGAIBase::_getCallsign, 0));
tie("orientation/pitch-deg", SGRawValuePointer<double>(&pitch));
tie("orientation/roll-deg", SGRawValuePointer<double>(&roll));
@ -526,6 +528,7 @@ void FGAIBase::bind() {
tie("subID", SGRawValuePointer<int>(&_subID));
tie("controls/lighting/nav-lights", SGRawValueFunctions<bool>(_isNight));
props->setBoolValue("controls/lighting/beacon", true);
props->setBoolValue("controls/lighting/strobe", true);
props->setBoolValue("controls/glide-path", true);