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https://github.com/ddnet/ddnet.git
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Organize game-shared includes
This commit is contained in:
parent
0813fbb537
commit
4949645663
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@ -11,6 +11,7 @@
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#include <game/client/components/maplayers.h>
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#include <game/layers.h>
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#include <game/mapitems.h>
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#include "menu_background.h"
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@ -9,9 +9,10 @@
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#include <engine/client.h>
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#include <engine/console.h>
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#include <engine/shared/config.h>
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#include <game/collision.h>
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#include <game/gamecore.h>
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#include <game/layers.h>
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#include <game/teamscore.h>
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#include <game/client/prediction/gameworld.h>
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@ -169,7 +170,7 @@ private:
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#endif
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CLayers m_Layers;
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class CCollision m_Collision;
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CCollision m_Collision;
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CUI m_UI;
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void ProcessEvents();
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@ -216,7 +217,7 @@ public:
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class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
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class CRenderTools *RenderTools() { return &m_RenderTools; }
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class CLayers *Layers() { return &m_Layers; }
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class CCollision *Collision() { return &m_Collision; }
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CCollision *Collision() { return &m_Collision; }
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class IEditor *Editor() { return m_pEditor; }
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class IFriends *Friends() { return m_pFriends; }
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class IFriends *Foes() { return m_pFoes; }
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@ -1,6 +1,7 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/shared/config.h>
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#include <game/collision.h>
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#include <game/generated/client_data.h>
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#include <game/mapitems.h>
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@ -2,6 +2,7 @@
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "laser.h"
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#include "character.h"
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#include <game/collision.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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@ -2,6 +2,7 @@
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "pickup.h"
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#include "character.h"
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#include <game/collision.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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@ -3,6 +3,7 @@
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#include <engine/shared/config.h>
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#include <game/client/projectile_data.h>
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#include <game/collision.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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@ -3,6 +3,8 @@
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#include "entity.h"
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#include <game/collision.h>
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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@ -4,15 +4,17 @@
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#define GAME_CLIENT_PREDICTION_GAMEWORLD_H
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#include <game/gamecore.h>
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#include <game/teamscore.h>
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#include <list>
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class CEntity;
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class CCollision;
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class CCharacter;
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class CEntity;
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class CGameWorld
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{
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friend class CCharacter;
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friend CCharacter;
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public:
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enum
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CEntity *FindFirst(int Type);
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CEntity *FindLast(int Type);
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int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
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class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CCharacter *pNotThis = nullptr, int CollideWith = -1, class CCharacter *pThisOnly = nullptr);
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CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis = nullptr, int CollideWith = -1, CCharacter *pThisOnly = nullptr);
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void InsertEntity(CEntity *pEntity, bool Last = false);
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void RemoveEntity(CEntity *pEntity);
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void RemoveCharacter(CCharacter *pChar);
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@ -42,7 +44,7 @@ public:
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// DDRace
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void ReleaseHooked(int ClientID);
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std::list<class CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = nullptr);
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std::list<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, CEntity *pNotThis = nullptr);
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int m_GameTick;
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int m_GameTickSpeed;
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// getter for server variables
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int GameTick() { return m_GameTick; }
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int GameTickSpeed() { return m_GameTickSpeed; }
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class CCollision *Collision() { return m_pCollision; }
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CCollision *Collision() { return m_pCollision; }
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CTeamsCore *Teams() { return &m_Teams; }
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std::vector<SSwitchers> &Switchers() { return m_Core.m_vSwitchers; }
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CTuningParams *Tuning();
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CEntity *GetEntity(int ID, int EntityType);
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class CCharacter *GetCharacterByID(int ID) { return (ID >= 0 && ID < MAX_CLIENTS) ? m_apCharacters[ID] : nullptr; }
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CCharacter *GetCharacterByID(int ID) { return (ID >= 0 && ID < MAX_CLIENTS) ? m_apCharacters[ID] : nullptr; }
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// from gamecontext
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void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
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CEntity *m_pNextTraverseEntity = nullptr;
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CEntity *m_apFirstEntityTypes[NUM_ENTTYPES];
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class CCharacter *m_apCharacters[MAX_CLIENTS];
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CCharacter *m_apCharacters[MAX_CLIENTS];
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};
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class CCharOrder
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#include <game/client/prediction/gameworld.h>
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#include <game/generated/protocol.h>
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#include <game/collision.h>
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bool UseProjectileExtraInfo(const CNetObj_Projectile *pProj)
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{
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return pProj->m_VelY >= 0 && (pProj->m_VelY & PROJECTILEFLAG_IS_DDNET) != 0;
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@ -1,7 +1,10 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "gamecore.h"
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#include "collision.h"
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#include "mapitems.h"
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#include "teamscore.h"
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#include <engine/shared/config.h>
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#define GAME_GAMECORE_H
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#include <base/system.h>
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#include <base/vmath.h>
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#include <map>
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#include <set>
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#include <vector>
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#include "collision.h"
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#include <engine/shared/protocol.h>
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#include <game/generated/protocol.h>
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#include "prng.h"
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#include "teamscore.h"
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class CCollision;
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class CTeamsCore;
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class CTuneParam
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{
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@ -279,7 +281,7 @@ public:
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int m_Id;
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bool m_pReset;
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class CCollision *Collision() { return m_pCollision; }
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CCollision *Collision() { return m_pCollision; }
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vec2 m_LastVel;
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int m_Colliding;
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@ -1,6 +1,9 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "layers.h"
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#include "mapitems.h"
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#include <engine/map.h>
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CLayers::CLayers()
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#ifndef GAME_LAYERS_H
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#define GAME_LAYERS_H
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#include <game/mapitems.h>
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class IKernel;
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class IMap;
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struct CMapItemGroup;
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struct CMapItemLayer;
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struct CMapItemLayerTilemap;
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class CLayers
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{
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int m_LayersStart;
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CMapItemGroup *m_pGameGroup;
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CMapItemLayerTilemap *m_pGameLayer;
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class IMap *m_pMap;
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IMap *m_pMap;
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void InitTilemapSkip();
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public:
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CLayers();
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void Init(class IKernel *pKernel);
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void InitBackground(class IMap *pMap);
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void Init(IKernel *pKernel);
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void InitBackground(IMap *pMap);
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int NumGroups() const { return m_GroupsNum; }
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int NumLayers() const { return m_LayersNum; }
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class IMap *Map() const { return m_pMap; }
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IMap *Map() const { return m_pMap; }
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CMapItemGroup *GameGroup() const { return m_pGameGroup; }
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CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; }
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CMapItemGroup *GetGroup(int Index) const;
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "door.h"
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#include "character.h"
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include <game/mapitems.h>
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#include <game/teamscore.h>
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#include <game/version.h>
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#include "character.h"
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#include "door.h"
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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int Number) :
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "dragger.h"
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#include "character.h"
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#include "dragger_beam.h"
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#include <engine/server.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/version.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include <game/server/teams.h>
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#include <game/version.h>
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#include "character.h"
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#include "dragger.h"
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#include "dragger_beam.h"
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CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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#include "dragger_beam.h"
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#include "character.h"
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#include "dragger.h"
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#include <engine/server.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/server/gamecontext.h>
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CDraggerBeam::CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls,
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include "gun.h"
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#include "character.h"
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#include "plasma.h"
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#include <engine/server.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/version.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include <game/server/teams.h>
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#include <game/version.h>
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#include "character.h"
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#include "gun.h"
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#include "plasma.h"
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CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "laser.h"
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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#include "character.h"
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#include <engine/shared/config.h>
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#include <game/server/teams.h>
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#include "character.h"
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "light.h"
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#include "character.h"
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include <game/teamscore.h>
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#include <game/version.h>
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#include "character.h"
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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int Layer, int Number) :
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "pickup.h"
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include "character.h"
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/teamscore.h>
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#include <game/version.h>
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#include "character.h"
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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static constexpr int PickupPhysSize = 14;
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "plasma.h"
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include "character.h"
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/teamscore.h>
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#include <game/server/gamecontext.h>
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const float PLASMA_ACCEL = 1.1f;
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CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 Pos, vec2 Dir, bool Freeze,
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "projectile.h"
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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#include <game/version.h>
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#include "character.h"
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#include <engine/shared/config.h>
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#include <game/server/teams.h>
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#include "character.h"
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/version.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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CProjectile::CProjectile(
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CGameWorld *pGameWorld,
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#include <engine/shared/linereader.h>
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#include <engine/shared/memheap.h>
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#include <engine/storage.h>
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#include <game/collision.h>
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#include <game/gamecore.h>
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#include <game/mapitems.h>
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#include <game/version.h>
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#include <game/generated/protocol7.h>
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#include <engine/console.h>
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#include <engine/server.h>
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||||
|
||||
#include <game/collision.h>
|
||||
#include <game/layers.h>
|
||||
#include <game/mapbugs.h>
|
||||
#include <game/voting.h>
|
||||
|
|
|
@ -1,20 +1,21 @@
|
|||
/* (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 <engine/shared/config.h>
|
||||
#include <game/mapitems.h>
|
||||
|
||||
#include <game/generated/protocol.h>
|
||||
#include <game/mapitems.h>
|
||||
#include <game/teamscore.h>
|
||||
|
||||
#include "entities/character.h"
|
||||
#include "entities/pickup.h"
|
||||
#include "gamecontext.h"
|
||||
#include "gamecontroller.h"
|
||||
#include "player.h"
|
||||
|
||||
#include "entities/character.h"
|
||||
#include "entities/door.h"
|
||||
#include "entities/dragger.h"
|
||||
#include "entities/gun.h"
|
||||
#include "entities/light.h"
|
||||
#include "entities/pickup.h"
|
||||
#include "entities/projectile.h"
|
||||
|
||||
IGameController::IGameController(class CGameContext *pGameServer)
|
||||
|
|
|
@ -7,7 +7,9 @@
|
|||
#include "entities/character.h"
|
||||
#include "gamecontext.h"
|
||||
#include <engine/server.h>
|
||||
|
||||
#include <game/gamecore.h>
|
||||
#include <game/teamscore.h>
|
||||
#include <game/version.h>
|
||||
|
||||
MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
|
||||
#include "teams.h"
|
||||
#include "score.h"
|
||||
#include "teehistorian.h"
|
||||
#include <engine/shared/config.h>
|
||||
|
||||
#include "entities/character.h"
|
||||
#include "player.h"
|
||||
#include "score.h"
|
||||
#include "teehistorian.h"
|
||||
|
||||
#include <engine/shared/config.h>
|
||||
|
||||
#include <game/mapitems.h>
|
||||
|
||||
CGameTeams::CGameTeams(CGameContext *pGameContext) :
|
||||
m_pGameContext(pGameContext)
|
||||
|
|
Loading…
Reference in a new issue