ddnet/src/game/server/entities/flag.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
/*
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#include <game/server/gamecontext.h>
#include "flag.h"
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CFlag::CFlag(CGameWorld *pGameWorld, int Team)
: CEntity(pGameWorld, NETOBJTYPE_FLAG)
{
m_Number = Team;
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m_ProximityRadius = ms_PhysSize;
m_pCarryingCharacter = NULL;
m_GrabTick = 0;
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Reset();
}
void CFlag::Reset()
{
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m_pCarryingCharacter = NULL;
m_AtStand = 1;
m_Pos = m_StandPos;
m_Vel = vec2(0,0);
m_GrabTick = 0;
}
void CFlag::Snap(int SnappingClient)
{
CNetObj_Flag *pFlag = (CNetObj_Flag *)Server()->SnapNewItem(NETOBJTYPE_FLAG, m_Number, sizeof(CNetObj_Flag));
if(!pFlag)
return;
pFlag->m_X = (int)m_Pos.x;
pFlag->m_Y = (int)m_Pos.y;
pFlag->m_Number = m_Number;
pFlag->m_CarriedBy = -1;
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if(m_AtStand)
pFlag->m_CarriedBy = -2;
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else if(m_pCarryingCharacter && m_pCarryingCharacter->GetPlayer())
pFlag->m_CarriedBy = m_pCarryingCharacter->GetPlayer()->GetCID();
}
*/