mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
removed double entity list in gameworld and cleaned up connected stuff
This commit is contained in:
parent
7ca7c95bc0
commit
19a9462fe8
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@ -40,7 +40,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
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// Character, "physical" player's part
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CCharacter::CCharacter(CGameWorld *pWorld)
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: CEntity(pWorld, NETOBJTYPE_CHARACTER)
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: CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER)
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{
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
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@ -153,11 +153,11 @@ void CCharacter::HandleNinja()
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// check if we Hit anything along the way
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{
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CCharacter *aEnts[64];
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CCharacter *aEnts[MAX_CLIENTS];
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vec2 Dir = m_Pos - OldPos;
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float Radius = m_ProximityRadius * 2.0f;
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vec2 Center = OldPos + Dir * 0.5f;
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int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
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int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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{
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@ -289,10 +289,10 @@ void CCharacter::FireWeapon()
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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CCharacter *apEnts[64];
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CCharacter *apEnts[MAX_CLIENTS];
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int Hits = 0;
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
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64, NETOBJTYPE_CHARACTER);
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MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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{
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@ -4,7 +4,7 @@
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#include "flag.h"
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CFlag::CFlag(CGameWorld *pGameWorld, int Team)
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: CEntity(pGameWorld, NETOBJTYPE_FLAG)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_FLAG)
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{
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m_Team = Team;
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m_ProximityRadius = ms_PhysSize;
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@ -5,7 +5,7 @@
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#include "laser.h"
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CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Pos = Pos;
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m_Owner = Owner;
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@ -5,7 +5,7 @@
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#include "pickup.h"
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CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
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: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP)
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{
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m_Type = Type;
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m_Subtype = SubType;
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@ -91,12 +91,9 @@ void CPickup::Tick()
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RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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// loop through all players, setting their emotes
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CEntity *apEnts[64];
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int Num = GameServer()->m_World.FindEntities(vec2(0, 0), 1000000, apEnts, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
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for(; pC; pC = (CCharacter *)pC->TypeNext())
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{
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CCharacter *pC = static_cast<CCharacter *>(apEnts[i]);
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if (pC != pChr)
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pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
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}
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@ -6,7 +6,7 @@
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CProjectile::CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span,
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int Damage, bool Explosive, float Force, int SoundImpact, int Weapon)
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: CEntity(pGameWorld, NETOBJTYPE_PROJECTILE)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
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{
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m_Type = Type;
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m_Pos = Pos;
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@ -11,15 +11,13 @@ CEntity::CEntity(CGameWorld *pGameWorld, int ObjType)
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{
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m_pGameWorld = pGameWorld;
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m_Objtype = ObjType;
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m_ObjType = ObjType;
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m_Pos = vec2(0,0);
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m_ProximityRadius = 0;
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m_MarkedForDestroy = false;
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m_Id = Server()->SnapNewID();
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m_pNextEntity = 0;
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m_pPrevEntity = 0;
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m_pPrevTypeEntity = 0;
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m_pNextTypeEntity = 0;
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}
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@ -57,11 +57,8 @@
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class CEntity
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{
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MACRO_ALLOC_HEAP()
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private:
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friend class CGameWorld; // thy these?
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CEntity *m_pPrevEntity;
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CEntity *m_pNextEntity;
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friend class CGameWorld; // entity list handling
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pNextTypeEntity;
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@ -69,7 +66,7 @@ private:
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protected:
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bool m_MarkedForDestroy;
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int m_Id;
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int m_Objtype;
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int m_ObjType;
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public:
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CEntity(CGameWorld *pGameWorld, int Objtype);
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virtual ~CEntity();
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@ -125,10 +125,10 @@ void CGameContext::CreateExplosion(vec2 p, int Owner, int Weapon, bool NoDamage)
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if (!NoDamage)
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{
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// deal damage
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CCharacter *apEnts[64];
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CCharacter *apEnts[MAX_CLIENTS];
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float Radius = 135.0f;
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float InnerRadius = 48.0f;
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int Num = m_World.FindEntities(p, Radius, (CEntity**)apEnts, 64, NETOBJTYPE_CHARACTER);
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int Num = m_World.FindEntities(p, Radius, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; i++)
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{
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vec2 Diff = apEnts[i]->m_Pos - p;
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@ -42,7 +42,7 @@ IGameController::~IGameController()
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float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
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{
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float Score = 0.0f;
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CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER));
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CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
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for(; pC; pC = (CCharacter *)pC->TypeNext())
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{
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// team mates are not as dangerous as enemies
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@ -139,7 +139,7 @@ void CGameControllerCTF::Tick()
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else
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{
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CCharacter *apCloseCCharacters[MAX_CLIENTS];
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int Num = GameServer()->m_World.FindEntities(F->m_Pos, CFlag::ms_PhysSize, (CEntity**)apCloseCCharacters, MAX_CLIENTS, NETOBJTYPE_CHARACTER);
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int Num = GameServer()->m_World.FindEntities(F->m_Pos, CFlag::ms_PhysSize, (CEntity**)apCloseCCharacters, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; i++)
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{
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if(!apCloseCCharacters[i]->IsAlive() || apCloseCCharacters[i]->GetPlayer()->GetTeam() == TEAM_SPECTATORS || GameServer()->Collision()->IntersectLine(F->m_Pos, apCloseCCharacters[i]->m_Pos, NULL, NULL))
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@ -15,16 +15,16 @@ CGameWorld::CGameWorld()
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m_Paused = false;
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m_ResetRequested = false;
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m_pFirstEntity = 0x0;
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for(int i = 0; i < NUM_ENT_TYPES; i++)
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for(int i = 0; i < NUM_ENTTYPES; i++)
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m_apFirstEntityTypes[i] = 0;
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}
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CGameWorld::~CGameWorld()
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{
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// delete all entities
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while(m_pFirstEntity)
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delete m_pFirstEntity;
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for(int i = 0; i < NUM_ENTTYPES; i++)
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while(m_apFirstEntityTypes[i])
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delete m_apFirstEntityTypes[i];
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}
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void CGameWorld::SetGameServer(CGameContext *pGameServer)
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@ -35,15 +35,16 @@ void CGameWorld::SetGameServer(CGameContext *pGameServer)
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CEntity *CGameWorld::FindFirst(int Type)
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{
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return m_apFirstEntityTypes[Type];
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return Type < 0 || Type >= NUM_ENTTYPES ? 0 : m_apFirstEntityTypes[Type];
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}
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int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
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{
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if(Type < 0 || Type >= NUM_ENTTYPES)
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return 0;
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int Num = 0;
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for(CEntity *pEnt = (Type<0) ? m_pFirstEntity : m_apFirstEntityTypes[Type];
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pEnt; pEnt = (Type<0) ? pEnt->m_pNextEntity : pEnt->m_pNextTypeEntity)
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for(CEntity *pEnt = m_apFirstEntityTypes[Type]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
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{
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if(distance(pEnt->m_Pos, Pos) < Radius+pEnt->m_ProximityRadius)
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{
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@ -59,26 +60,17 @@ int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max,
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void CGameWorld::InsertEntity(CEntity *pEnt)
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{
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CEntity *pCur = m_pFirstEntity;
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while(pCur)
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{
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#ifdef CONF_DEBUG
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for(CEntity *pCur = m_apFirstEntityTypes[pEnt->m_Objtype]; pCur; pCur = pCur->m_pNextTypeEntity)
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dbg_assert(pCur != pEnt, "err");
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pCur = pCur->m_pNextEntity;
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}
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#endif
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// insert it
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if(m_pFirstEntity)
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m_pFirstEntity->m_pPrevEntity = pEnt;
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pEnt->m_pNextEntity = m_pFirstEntity;
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pEnt->m_pPrevEntity = 0x0;
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m_pFirstEntity = pEnt;
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// into typelist aswell
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if(m_apFirstEntityTypes[pEnt->m_Objtype])
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m_apFirstEntityTypes[pEnt->m_Objtype]->m_pPrevTypeEntity = pEnt;
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pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_Objtype];
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if(m_apFirstEntityTypes[pEnt->m_ObjType])
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m_apFirstEntityTypes[pEnt->m_ObjType]->m_pPrevTypeEntity = pEnt;
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pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_ObjType];
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pEnt->m_pPrevTypeEntity = 0x0;
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m_apFirstEntityTypes[pEnt->m_Objtype] = pEnt;
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m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
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}
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void CGameWorld::DestroyEntity(CEntity *pEnt)
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@ -89,30 +81,21 @@ void CGameWorld::DestroyEntity(CEntity *pEnt)
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void CGameWorld::RemoveEntity(CEntity *pEnt)
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{
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// not in the list
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if(!pEnt->m_pNextEntity && !pEnt->m_pPrevEntity && m_pFirstEntity != pEnt)
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if(!pEnt->m_pNextTypeEntity && !pEnt->m_pPrevTypeEntity && m_apFirstEntityTypes[pEnt->m_ObjType] != pEnt)
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return;
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// remove
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if(pEnt->m_pPrevEntity)
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pEnt->m_pPrevEntity->m_pNextEntity = pEnt->m_pNextEntity;
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else
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m_pFirstEntity = pEnt->m_pNextEntity;
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if(pEnt->m_pNextEntity)
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pEnt->m_pNextEntity->m_pPrevEntity = pEnt->m_pPrevEntity;
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if(pEnt->m_pPrevTypeEntity)
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pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity;
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else
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m_apFirstEntityTypes[pEnt->m_Objtype] = pEnt->m_pNextTypeEntity;
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m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt->m_pNextTypeEntity;
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if(pEnt->m_pNextTypeEntity)
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pEnt->m_pNextTypeEntity->m_pPrevTypeEntity = pEnt->m_pPrevTypeEntity;
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// keep list traversing valid
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if(m_pNextTraverseEntity == pEnt)
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->m_pNextEntity = 0;
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pEnt->m_pPrevEntity = 0;
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pEnt->m_pNextTypeEntity = 0;
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pEnt->m_pPrevTypeEntity = 0;
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}
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@ -120,23 +103,25 @@ void CGameWorld::RemoveEntity(CEntity *pEnt)
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//
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void CGameWorld::Snap(int SnappingClient)
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{
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for(CEntity *pEnt = m_pFirstEntity; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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pEnt->Snap(SnappingClient);
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pEnt = m_pNextTraverseEntity;
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}
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Snap(SnappingClient);
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pEnt = m_pNextTraverseEntity;
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}
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}
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void CGameWorld::Reset()
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{
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// reset all entities
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for(CEntity *pEnt = m_pFirstEntity; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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pEnt->Reset();
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pEnt = m_pNextTraverseEntity;
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}
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Reset();
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pEnt = m_pNextTraverseEntity;
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}
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RemoveEntities();
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GameServer()->m_pController->PostReset();
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@ -148,17 +133,17 @@ void CGameWorld::Reset()
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void CGameWorld::RemoveEntities()
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{
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// destroy objects marked for destruction
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CEntity *pEnt = m_pFirstEntity;
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while(pEnt)
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{
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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if(pEnt->m_MarkedForDestroy)
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
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{
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RemoveEntity(pEnt);
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pEnt->Destroy();
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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if(pEnt->m_MarkedForDestroy)
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{
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RemoveEntity(pEnt);
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pEnt->Destroy();
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}
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pEnt = m_pNextTraverseEntity;
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}
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pEnt = m_pNextTraverseEntity;
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}
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}
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void CGameWorld::Tick()
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@ -171,19 +156,21 @@ void CGameWorld::Tick()
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if(GameServer()->m_pController->IsForceBalanced())
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
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// update all objects
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for(CEntity *pEnt = m_pFirstEntity; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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pEnt->Tick();
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pEnt = m_pNextTraverseEntity;
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}
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Tick();
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pEnt = m_pNextTraverseEntity;
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}
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for(CEntity *pEnt = m_pFirstEntity; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextEntity;
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pEnt->TickDefered();
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pEnt = m_pNextTraverseEntity;
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}
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->TickDefered();
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pEnt = m_pNextTraverseEntity;
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}
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}
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RemoveEntities();
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@ -198,7 +185,7 @@ CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, v
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vec2 LineDir = normalize(Pos1-Pos0);
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)FindFirst(NETOBJTYPE_CHARACTER);
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CCharacter *p = (CCharacter *)FindFirst(ENTTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(p == pNotThis)
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@ -228,7 +215,7 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
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float ClosestRange = Radius*2;
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER);
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CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(ENTTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(p == pNotThis)
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@ -15,18 +15,23 @@ class CCharacter;
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*/
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class CGameWorld
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{
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public:
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enum
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{
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ENTTYPE_PROJECTILE = 0,
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ENTTYPE_LASER,
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ENTTYPE_PICKUP,
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ENTTYPE_FLAG,
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ENTTYPE_CHARACTER,
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NUM_ENTTYPES
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};
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private:
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void Reset();
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void RemoveEntities();
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enum
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{
|
||||
NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :)
|
||||
};
|
||||
|
||||
// TODO: two lists seams kinda not good, shouldn't be needed
|
||||
CEntity *m_pNextTraverseEntity;
|
||||
CEntity *m_pFirstEntity;
|
||||
CEntity *m_apFirstEntityTypes[NUM_ENT_TYPES];
|
||||
CEntity *m_apFirstEntityTypes[NUM_ENTTYPES];
|
||||
|
||||
class CGameContext *m_pGameServer;
|
||||
class IServer *m_pServer;
|
||||
|
@ -44,7 +49,6 @@ public:
|
|||
|
||||
void SetGameServer(CGameContext *pGameServer);
|
||||
|
||||
CEntity *FindFirst() { return m_pFirstEntity; }
|
||||
CEntity *FindFirst(int Type);
|
||||
|
||||
/*
|
||||
|
@ -57,12 +61,12 @@ public:
|
|||
ents - Pointer to a list that should be filled with the pointers
|
||||
to the entities.
|
||||
max - Number of entities that fits into the ents array.
|
||||
type - Type of the entities to find. -1 for all types.
|
||||
type - Type of the entities to find.
|
||||
|
||||
Returns:
|
||||
Number of entities found and added to the ents array.
|
||||
*/
|
||||
int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type = -1);
|
||||
int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
|
||||
|
||||
/*
|
||||
Function: interserct_CCharacter
|
||||
|
|
|
@ -208,7 +208,7 @@ void CPlayer::TryRespawn()
|
|||
|
||||
// check if the position is occupado
|
||||
CEntity *apEnts[2] = {0};
|
||||
int NumEnts = GameServer()->m_World.FindEntities(SpawnPos, 64, apEnts, 2, NETOBJTYPE_CHARACTER);
|
||||
int NumEnts = GameServer()->m_World.FindEntities(SpawnPos, 64, apEnts, 2, CGameWorld::ENTTYPE_CHARACTER);
|
||||
|
||||
if(NumEnts == 0)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue