/* (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 "gamecontext.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 = Server()->SnapNewID(); m_pPrevTypeEntity = 0; m_pNextTypeEntity = 0; } CEntity::~CEntity() { GameWorld()->RemoveEntity(this); Server()->SnapFreeID(m_ID); } int CEntity::NetworkClipped(int SnappingClient) { return NetworkClipped(SnappingClient, m_Pos); } int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) { return 0; } bool CEntity::GameLayerClipped(vec2 CheckPos) { return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; }