* Josh Babcock -- Wednesday 01 March 2006 15:39:
> Can you make a patch available for those of us that want to experiment
> with this?

  http://members.aon.at/mfranz/nasal-scenery.tar.gz  [3.7 kB]


How it works
============
- the model loader has another arg: a pointer to an ssgBase derived
  SGModelData class
- if !0 then its load() method is called
- only the caller of scenery models sets such a class: an SGModelData
  derived FGNasalModelData class
- the tileloader sets a bool for OBJECT_STATIC for the modellib
  loader, so that those can be excluded from the cache map


I've changed the behavior a bit after Andy's suggestion. I'm currently
using two properies <load> and <unload>  (could be changed to <on-load>
and <on-unload> -- I just found "on-unload" hard to pronounce. ;-)
New example:

<?xml version="1.0"?>
<PropertyList>
        <path>helipad.ac</path>

        <nasal>
                <load>
                        loaded = 1;
                        print("Hello, I'm the helipad!");

                        var f = func {
                                if (!loaded) { return }
                                print("I'm still there!");
                                settimer(f, 5);
                        }
                        f();
                </load>

                <unload>
                        loaded = 0;
                        print("Bye, bye!")
                </unload>
        </nasal>

        <animation>
                <type>noshadow</type>
                <object-name>helipad</object-name>
        </animation>
</PropertyList>


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