This message is sent when a morph is dropped onto a morph that has agreed to accept the dropped morph by responding 'true' to the wantsDroppedMorph:Event: message. This default implementation just adds the given morph to the receiver.
Return true if the receiver wishes to accept the given morph, which is being dropped by a hand in response to the given event. Note that for a successful drop operation both parties need to agree. The symmetric check is done automatically via aMorph wantsToBeDroppedInto: self.
Do some periodic activity. Use startStepping/stopStepping to start and stop getting sent this message. The time between steps is specified by this morph's answer to the stepTime message. The generic version dispatches control to the player, if any. The nasty circumlocation about owner's transformation is necessitated by the flexing problem that the player remains in the properties dictionary both of the flex and the real morph. In the current architecture, only the top renderer's pointer to the player should actually be honored for the purpose of firing.
If the receiver is a member of a class that would like to be represented in a parts bin, answer the name by which it should be known, and a documentation string to be provided, for example, as balloon help. When the 'nativitySelector' is sent to the 'globalReceiver', it is expected that some kind of Morph will result. The parameters used in the implementation below are for documentation purposes only!