ddnet/src/game/client/prediction/entity.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. */
#include "entity.h"
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#include <game/collision.h>
//////////////////////////////////////////////////
// Entity
//////////////////////////////////////////////////
CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius)
{
m_pGameWorld = pGameWorld;
m_ObjType = ObjType;
m_Pos = Pos;
m_ProximityRadius = ProximityRadius;
m_MarkedForDestroy = false;
m_ID = -1;
m_pPrevTypeEntity = 0;
m_pNextTypeEntity = 0;
m_SnapTicks = -1;
// DDRace
m_pParent = nullptr;
m_pChild = nullptr;
m_DestroyTick = -1;
m_LastRenderTick = -1;
}
CEntity::~CEntity()
{
if(GameWorld())
GameWorld()->RemoveEntity(this);
}
bool CEntity::GameLayerClipped(vec2 CheckPos)
{
return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > Collision()->GetWidth() + 200 ||
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round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > Collision()->GetHeight() + 200;
}