/* (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" ////////////////////////////////////////////////// // Entity ////////////////////////////////////////////////// CEntity::CEntity(CGameWorld *pGameWorld, int ObjType) { m_pGameWorld = pGameWorld; m_ObjType = ObjType; m_Pos = vec2(0,0); m_ProximityRadius = 0; 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); } int CEntity::NetworkClipped(vec2 ViewPos) { return NetworkClipped(m_Pos, ViewPos); } int CEntity::NetworkClipped(vec2 CheckPos, vec2 ViewPos) { float dx = ViewPos.x-CheckPos.x; float dy = ViewPos.y-CheckPos.y; if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f) return 1; if(distance(ViewPos, CheckPos) > 4000.0f) return 1; return 0; } 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 ? true : false; }