while ( ( locTrg = static_cast<AliMUONLocalTrigger*>(next()) ) )
{
+ if (locTrg->IsNull()) continue;
+
TArrayS xyPattern[2];
- xyPattern[0].Set(4);
- xyPattern[1].Set(4);
-
- xyPattern[0].AddAt(locTrg->GetX1Pattern(),0);
- xyPattern[0].AddAt(locTrg->GetX2Pattern(),1);
- xyPattern[0].AddAt(locTrg->GetX3Pattern(),2);
- xyPattern[0].AddAt(locTrg->GetX4Pattern(),3);
-
- xyPattern[1].AddAt(locTrg->GetY1Pattern(),0);
- xyPattern[1].AddAt(locTrg->GetY2Pattern(),1);
- xyPattern[1].AddAt(locTrg->GetY3Pattern(),2);
- xyPattern[1].AddAt(locTrg->GetY4Pattern(),3);
-
- for(Int_t cath=0; cath<2; ++cath)
- {
- for(Int_t ch=0; ch<4; ++ch)
- {
- if(xyPattern[cath][ch]==0) continue;
- }
- }
+ locTrg->GetXPattern(xyPattern[0]);
+ locTrg->GetYPattern(xyPattern[1]);
+
+ // do we need this ? (Ch.F.)
+// for(Int_t cath=0; cath<2; ++cath)
+// {
+// for(Int_t ch=0; ch<4; ++ch)
+// {
+// if(xyPattern[cath][ch]==0) continue;
+// }
+// }
Int_t nBoard = locTrg->LoCircuit();
fDigitMaker.TriggerDigits(nBoard, xyPattern, digitStore);