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Revert visual studio fix
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7d2b92b68f
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@ -68,7 +68,7 @@ void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore
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m_Collision = true;
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m_Collision = true;
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}
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}
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams, std::map<int, std::vector<vec2> > *pTeleOuts)
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams, std::map<int, std::vector<vec2> > pTeleOuts)
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{
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{
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m_pWorld = pWorld;
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m_pWorld = pWorld;
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m_pCollision = pCollision;
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m_pCollision = pCollision;
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@ -312,14 +312,14 @@ void CCharacterCore::Tick(bool UseInput)
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m_HookState = HOOK_RETRACT_START;
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m_HookState = HOOK_RETRACT_START;
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}
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}
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if(GoingThroughTele && (*m_pTeleOuts)[teleNr-1].size())
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if(GoingThroughTele && m_pTeleOuts[teleNr-1].size())
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{
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{
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m_TriggeredEvents = 0;
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m_TriggeredEvents = 0;
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m_HookedPlayer = -1;
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m_HookedPlayer = -1;
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m_NewHook = true;
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m_NewHook = true;
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int Num = (*m_pTeleOuts)[teleNr-1].size();
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int Num = m_pTeleOuts[teleNr-1].size();
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m_HookPos = (*m_pTeleOuts)[teleNr-1][(!Num)?Num:rand() % Num]+TargetDirection*PhysSize*1.5f;
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m_HookPos = m_pTeleOuts[teleNr-1][(!Num)?Num:rand() % Num]+TargetDirection*PhysSize*1.5f;
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m_HookDir = TargetDirection;
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m_HookDir = TargetDirection;
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m_HookTeleBase = m_HookPos;
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m_HookTeleBase = m_HookPos;
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}
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}
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@ -183,7 +183,7 @@ class CCharacterCore
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{
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{
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CWorldCore *m_pWorld;
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CWorldCore *m_pWorld;
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CCollision *m_pCollision;
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CCollision *m_pCollision;
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std::map<int, std::vector<vec2> > *m_pTeleOuts;
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std::map<int, std::vector<vec2> > m_pTeleOuts;
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public:
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public:
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vec2 m_Pos;
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vec2 m_Pos;
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vec2 m_Vel;
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vec2 m_Vel;
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@ -210,7 +210,7 @@ public:
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int m_TriggeredEvents;
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int m_TriggeredEvents;
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams);
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams);
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams, std::map<int, std::vector<vec2> > *pTeleOuts);
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams, std::map<int, std::vector<vec2> > pTeleOuts);
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void Reset();
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void Reset();
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void Tick(bool UseInput);
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void Tick(bool UseInput);
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void Move();
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void Move();
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@ -71,7 +71,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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m_Pos = Pos;
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m_Pos = Pos;
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m_Core.Reset();
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m_Core.Reset();
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m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, &((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
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m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
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m_Core.m_Pos = m_Pos;
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m_Core.m_Pos = m_Pos;
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
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@ -663,7 +663,7 @@ void CCharacter::TickDefered()
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// advance the dummy
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// advance the dummy
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{
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{
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CWorldCore TempWorld;
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CWorldCore TempWorld;
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m_ReckoningCore.Init(&TempWorld, GameServer()->Collision(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, &((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
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m_ReckoningCore.Init(&TempWorld, GameServer()->Collision(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
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m_ReckoningCore.m_Id = m_pPlayer->GetCID();
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m_ReckoningCore.m_Id = m_pPlayer->GetCID();
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m_ReckoningCore.Tick(false);
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m_ReckoningCore.Tick(false);
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m_ReckoningCore.Move();
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m_ReckoningCore.Move();
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