#include #include "entity.hpp" #include "gamecontext.hpp" ////////////////////////////////////////////////// // Entity ////////////////////////////////////////////////// ENTITY::ENTITY(int objtype) { this->objtype = objtype; pos = vec2(0,0); proximity_radius = 0; marked_for_destroy = false; id = snap_new_id(); next_entity = 0; prev_entity = 0; prev_type_entity = 0; next_type_entity = 0; } ENTITY::~ENTITY() { game.world.remove_entity(this); snap_free_id(id); } int ENTITY::networkclipped(int snapping_client) { return networkclipped(snapping_client, pos); } int ENTITY::networkclipped(int snapping_client, vec2 check_pos) { if(snapping_client == -1) return 0; if(distance(game.players[snapping_client]->view_pos, check_pos) > 1000.0f) return 1; return 0; }