/* (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" #include ////////////////////////////////////////////////// // 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 = 0; 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 || round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > Collision()->GetHeight() + 200; }