2008-08-14 18:42:47 +00:00
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#include <engine/e_server_interface.h>
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#include "entity.hpp"
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#include "gamecontext.hpp"
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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ENTITY::ENTITY(int objtype)
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{
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this->objtype = objtype;
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pos = vec2(0,0);
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proximity_radius = 0;
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marked_for_destroy = false;
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id = snap_new_id();
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next_entity = 0;
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prev_entity = 0;
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prev_type_entity = 0;
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next_type_entity = 0;
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}
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ENTITY::~ENTITY()
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{
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game.world.remove_entity(this);
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snap_free_id(id);
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}
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2008-10-06 18:05:01 +00:00
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int ENTITY::networkclipped(int snapping_client)
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{
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return networkclipped(snapping_client, pos);
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}
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int ENTITY::networkclipped(int snapping_client, vec2 check_pos)
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{
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if(snapping_client == -1)
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return 0;
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2008-10-25 11:32:29 +00:00
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float dx = game.players[snapping_client]->view_pos.x-check_pos.x;
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float dy = game.players[snapping_client]->view_pos.y-check_pos.y;
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if(fabs(dx) > 1000.0f || fabs(dy) > 800.0f)
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return 1;
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if(distance(game.players[snapping_client]->view_pos, check_pos) > 1100.0f)
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2008-10-06 18:05:01 +00:00
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return 1;
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return 0;
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}
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