ddnet/src/game/gamecore.cpp
c0d3d3v 5065bab8b5
fix swap does not swap no collision and no hook
- remove duplicated variable for no collision and no hook
2022-05-30 19:33:42 +02:00

660 lines
19 KiB
C++

/* (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 "gamecore.h"
#include "mapitems.h"
#include <engine/shared/config.h>
const char *CTuningParams::ms_apNames[] =
{
#define MACRO_TUNING_PARAM(Name, ScriptName, Value, Description) #ScriptName,
#include "tuning.h"
#undef MACRO_TUNING_PARAM
};
bool CTuningParams::Set(int Index, float Value)
{
if(Index < 0 || Index >= Num())
return false;
((CTuneParam *)this)[Index] = Value;
return true;
}
bool CTuningParams::Get(int Index, float *pValue) const
{
if(Index < 0 || Index >= Num())
return false;
*pValue = (float)((CTuneParam *)this)[Index];
return true;
}
bool CTuningParams::Set(const char *pName, float Value)
{
for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, ms_apNames[i]) == 0)
return Set(i, Value);
return false;
}
bool CTuningParams::Get(const char *pName, float *pValue) const
{
for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, ms_apNames[i]) == 0)
return Get(i, pValue);
return false;
}
float HermiteBasis1(float v)
{
return 2 * v * v * v - 3 * v * v + 1;
}
float VelocityRamp(float Value, float Start, float Range, float Curvature)
{
if(Value < Start)
return 1.0f;
return 1.0f / powf(Curvature, (Value - Start) / Range);
}
void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams, std::map<int, std::vector<vec2>> *pTeleOuts)
{
m_pWorld = pWorld;
m_pCollision = pCollision;
m_pTeleOuts = pTeleOuts;
m_pTeams = pTeams;
m_Id = -1;
// fail safe, if core's tuning didn't get updated at all, just fallback to world tuning.
m_Tuning = m_pWorld->m_Tuning[g_Config.m_ClDummy];
Reset();
}
void CCharacterCore::Reset()
{
m_Pos = vec2(0, 0);
m_Vel = vec2(0, 0);
m_NewHook = false;
m_HookPos = vec2(0, 0);
m_HookDir = vec2(0, 0);
m_HookTick = 0;
m_HookState = HOOK_IDLE;
SetHookedPlayer(-1);
m_AttachedPlayers.clear();
m_Jumped = 0;
m_JumpedTotal = 0;
m_Jumps = 2;
m_TriggeredEvents = 0;
// DDNet Character
m_Solo = false;
m_Jetpack = false;
m_NoCollision = false;
m_EndlessHook = false;
m_EndlessJump = false;
m_NoHammerHit = false;
m_NoGrenadeHit = false;
m_NoLaserHit = false;
m_NoShotgunHit = false;
m_NoHookHit = false;
m_Super = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
m_FreezeTick = 0;
m_FreezeEnd = 0;
m_IsInFreeze = false;
m_DeepFrozen = false;
m_LiveFrozen = false;
// never initialize both to 0
m_Input.m_TargetX = 0;
m_Input.m_TargetY = -1;
}
void CCharacterCore::Tick(bool UseInput)
{
m_MoveRestrictions = m_pCollision->GetMoveRestrictions(UseInput ? IsSwitchActiveCb : 0, this, m_Pos);
m_TriggeredEvents = 0;
// get ground state
bool Grounded = false;
if(m_pCollision->CheckPoint(m_Pos.x + PhysicalSize() / 2, m_Pos.y + PhysicalSize() / 2 + 5))
Grounded = true;
if(m_pCollision->CheckPoint(m_Pos.x - PhysicalSize() / 2, m_Pos.y + PhysicalSize() / 2 + 5))
Grounded = true;
vec2 TargetDirection = normalize(vec2(m_Input.m_TargetX, m_Input.m_TargetY));
m_Vel.y += m_Tuning.m_Gravity;
float MaxSpeed = Grounded ? m_Tuning.m_GroundControlSpeed : m_Tuning.m_AirControlSpeed;
float Accel = Grounded ? m_Tuning.m_GroundControlAccel : m_Tuning.m_AirControlAccel;
float Friction = Grounded ? m_Tuning.m_GroundFriction : m_Tuning.m_AirFriction;
// handle input
if(UseInput)
{
m_Direction = m_Input.m_Direction;
// setup angle
float TmpAngle = atan2f(m_Input.m_TargetY, m_Input.m_TargetX);
if(TmpAngle < -(pi / 2.0f))
{
m_Angle = (int)((TmpAngle + (2.0f * pi)) * 256.0f);
}
else
{
m_Angle = (int)(TmpAngle * 256.0f);
}
// Special jump cases:
// m_Jumps == -1: A tee may only make one ground jump. Second jumped bit is always set
// m_Jumps == 0: A tee may not make a jump. Second jumped bit is always set
// m_Jumps == 1: A tee may do either a ground jump or an air jump. Second jumped bit is set after the first jump
// The second jumped bit can be overridden by special tiles so that the tee can nevertheless jump.
// handle jump
if(m_Input.m_Jump)
{
if(!(m_Jumped & 1))
{
if(Grounded && (!(m_Jumped & 2) || m_Jumps != 0))
{
m_TriggeredEvents |= COREEVENT_GROUND_JUMP;
m_Vel.y = -m_Tuning.m_GroundJumpImpulse;
if(m_Jumps > 1)
{
m_Jumped |= 1;
}
else
{
m_Jumped |= 3;
}
m_JumpedTotal = 0;
}
else if(!(m_Jumped & 2))
{
m_TriggeredEvents |= COREEVENT_AIR_JUMP;
m_Vel.y = -m_Tuning.m_AirJumpImpulse;
m_Jumped |= 3;
m_JumpedTotal++;
}
}
}
else
{
m_Jumped &= ~1;
}
// handle hook
if(m_Input.m_Hook)
{
if(m_HookState == HOOK_IDLE)
{
m_HookState = HOOK_FLYING;
m_HookPos = m_Pos + TargetDirection * PhysicalSize() * 1.5f;
m_HookDir = TargetDirection;
SetHookedPlayer(-1);
m_HookTick = (float)SERVER_TICK_SPEED * (1.25f - m_Tuning.m_HookDuration);
m_TriggeredEvents |= COREEVENT_HOOK_LAUNCH;
}
}
else
{
SetHookedPlayer(-1);
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
}
}
// handle jumping
// 1 bit = to keep track if a jump has been made on this input (player is holding space bar)
// 2 bit = to track if all air-jumps have been used up (tee gets dark feet)
if(Grounded)
{
m_Jumped &= ~2;
m_JumpedTotal = 0;
}
// add the speed modification according to players wanted direction
if(m_Direction < 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, -Accel);
if(m_Direction > 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel);
if(m_Direction == 0)
m_Vel.x *= Friction;
// do hook
if(m_HookState == HOOK_IDLE)
{
SetHookedPlayer(-1);
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
}
else if(m_HookState >= HOOK_RETRACT_START && m_HookState < HOOK_RETRACT_END)
{
m_HookState++;
}
else if(m_HookState == HOOK_RETRACT_END)
{
m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_HookState = HOOK_RETRACTED;
}
else if(m_HookState == HOOK_FLYING)
{
vec2 NewPos = m_HookPos + m_HookDir * m_Tuning.m_HookFireSpeed;
if((!m_NewHook && distance(m_Pos, NewPos) > m_Tuning.m_HookLength) || (m_NewHook && distance(m_HookTeleBase, NewPos) > m_Tuning.m_HookLength))
{
m_HookState = HOOK_RETRACT_START;
NewPos = m_Pos + normalize(NewPos - m_Pos) * m_Tuning.m_HookLength;
m_pReset = true;
}
// make sure that the hook doesn't go though the ground
bool GoingToHitGround = false;
bool GoingToRetract = false;
bool GoingThroughTele = false;
int teleNr = 0;
int Hit = m_pCollision->IntersectLineTeleHook(m_HookPos, NewPos, &NewPos, 0, &teleNr);
//m_NewHook = false;
if(Hit)
{
if(Hit == TILE_NOHOOK)
GoingToRetract = true;
else if(Hit == TILE_TELEINHOOK)
GoingThroughTele = true;
else
GoingToHitGround = true;
m_pReset = true;
}
// Check against other players first
if(!this->m_NoHookHit && m_pWorld && m_Tuning.m_PlayerHooking)
{
float Distance = 0.0f;
for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore || pCharCore == this || (!(m_Super || pCharCore->m_Super) && ((m_Id != -1 && !m_pTeams->CanCollide(i, m_Id)) || pCharCore->m_Solo || m_Solo)))
continue;
vec2 ClosestPoint;
if(closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos, ClosestPoint))
{
if(distance(pCharCore->m_Pos, ClosestPoint) < PhysicalSize() + 2.0f)
{
if(m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance)
{
m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
m_HookState = HOOK_GRABBED;
SetHookedPlayer(i);
Distance = distance(m_HookPos, pCharCore->m_Pos);
}
}
}
}
}
if(m_HookState == HOOK_FLYING)
{
// check against ground
if(GoingToHitGround)
{
m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_GROUND;
m_HookState = HOOK_GRABBED;
}
else if(GoingToRetract)
{
m_TriggeredEvents |= COREEVENT_HOOK_HIT_NOHOOK;
m_HookState = HOOK_RETRACT_START;
}
if(GoingThroughTele && m_pWorld && m_pTeleOuts && !m_pTeleOuts->empty() && !(*m_pTeleOuts)[teleNr - 1].empty())
{
m_TriggeredEvents = 0;
SetHookedPlayer(-1);
m_NewHook = true;
int RandomOut = m_pWorld->RandomOr0((*m_pTeleOuts)[teleNr - 1].size());
m_HookPos = (*m_pTeleOuts)[teleNr - 1][RandomOut] + TargetDirection * PhysicalSize() * 1.5f;
m_HookDir = TargetDirection;
m_HookTeleBase = m_HookPos;
}
else
{
m_HookPos = NewPos;
}
}
}
if(m_HookState == HOOK_GRABBED)
{
if(m_HookedPlayer != -1 && m_pWorld)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer];
if(pCharCore && m_Id != -1 && m_pTeams->CanKeepHook(m_Id, pCharCore->m_Id))
m_HookPos = pCharCore->m_Pos;
else
{
// release hook
SetHookedPlayer(-1);
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
// keep players hooked for a max of 1.5sec
//if(Server()->Tick() > hook_tick+(Server()->TickSpeed()*3)/2)
//release_hooked();
}
// don't do this hook rutine when we are hook to a player
if(m_HookedPlayer == -1 && distance(m_HookPos, m_Pos) > 46.0f)
{
vec2 HookVel = normalize(m_HookPos - m_Pos) * m_Tuning.m_HookDragAccel;
// the hook as more power to drag you up then down.
// this makes it easier to get on top of an platform
if(HookVel.y > 0)
HookVel.y *= 0.3f;
// the hook will boost it's power if the player wants to move
// in that direction. otherwise it will dampen everything abit
if((HookVel.x < 0 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0))
HookVel.x *= 0.95f;
else
HookVel.x *= 0.75f;
vec2 NewVel = m_Vel + HookVel;
// check if we are under the legal limit for the hook
if(length(NewVel) < m_Tuning.m_HookDragSpeed || length(NewVel) < length(m_Vel))
m_Vel = NewVel; // no problem. apply
}
// release hook (max default hook time is 1.25 s)
m_HookTick++;
if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED + SERVER_TICK_SPEED / 5 || (m_pWorld && !m_pWorld->m_apCharacters[m_HookedPlayer])))
{
SetHookedPlayer(-1);
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
}
if(m_pWorld)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore)
continue;
//player *p = (player*)ent;
//if(pCharCore == this) // || !(p->flags&FLAG_ALIVE)
if(pCharCore == this || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, i)))
continue; // make sure that we don't nudge our self
if(!(m_Super || pCharCore->m_Super) && (m_Solo || pCharCore->m_Solo))
continue;
// handle player <-> player collision
float Distance = distance(m_Pos, pCharCore->m_Pos);
if(Distance > 0)
{
vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
bool CanCollide = (m_Super || pCharCore->m_Super) || (!m_NoCollision && !pCharCore->m_NoCollision && m_Tuning.m_PlayerCollision);
if(CanCollide && Distance < PhysicalSize() * 1.25f && Distance > 0.0f)
{
float a = (PhysicalSize() * 1.45f - Distance);
float Velocity = 0.5f;
// make sure that we don't add excess force by checking the
// direction against the current velocity. if not zero.
if(length(m_Vel) > 0.0001f)
Velocity = 1 - (dot(normalize(m_Vel), Dir) + 1) / 2; // Wdouble-promotion don't fix this as this might change game physics
m_Vel += Dir * a * (Velocity * 0.75f);
m_Vel *= 0.85f;
}
// handle hook influence
if(!m_NoHookHit && m_HookedPlayer == i && m_Tuning.m_PlayerHooking)
{
if(Distance > PhysicalSize() * 1.50f) // TODO: fix tweakable variable
{
float HookAccel = m_Tuning.m_HookDragAccel * (Distance / m_Tuning.m_HookLength);
float DragSpeed = m_Tuning.m_HookDragSpeed;
vec2 Temp;
// add force to the hooked player
Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.x, HookAccel * Dir.x * 1.5f);
Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.y, HookAccel * Dir.y * 1.5f);
pCharCore->m_Vel = ClampVel(pCharCore->m_MoveRestrictions, Temp);
// add a little bit force to the guy who has the grip
Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.x, -HookAccel * Dir.x * 0.25f);
Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.y, -HookAccel * Dir.y * 0.25f);
m_Vel = ClampVel(m_MoveRestrictions, Temp);
}
}
}
}
if(m_HookState != HOOK_FLYING)
{
m_NewHook = false;
}
}
// clamp the velocity to something sane
if(length(m_Vel) > 6000)
m_Vel = normalize(m_Vel) * 6000;
}
void CCharacterCore::Move()
{
float RampValue = VelocityRamp(length(m_Vel) * 50, m_Tuning.m_VelrampStart, m_Tuning.m_VelrampRange, m_Tuning.m_VelrampCurvature);
m_Vel.x = m_Vel.x * RampValue;
vec2 NewPos = m_Pos;
vec2 OldVel = m_Vel;
m_pCollision->MoveBox(&NewPos, &m_Vel, PhysicalSizeVec2(), 0);
m_Colliding = 0;
if(m_Vel.x < 0.001f && m_Vel.x > -0.001f)
{
if(OldVel.x > 0)
m_Colliding = 1;
else if(OldVel.x < 0)
m_Colliding = 2;
}
else
m_LeftWall = true;
m_Vel.x = m_Vel.x * (1.0f / RampValue);
if(m_pWorld && (m_Super || (m_Tuning.m_PlayerCollision && !m_NoCollision && !m_Solo)))
{
// check player collision
float Distance = distance(m_Pos, NewPos);
if(Distance > 0)
{
int End = Distance + 1;
vec2 LastPos = m_Pos;
for(int i = 0; i < End; i++)
{
float a = i / Distance;
vec2 Pos = mix(m_Pos, NewPos, a);
for(int p = 0; p < MAX_CLIENTS; p++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[p];
if(!pCharCore || pCharCore == this)
continue;
if((!(pCharCore->m_Super || m_Super) && (m_Solo || pCharCore->m_Solo || pCharCore->m_NoCollision || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, p)))))
continue;
float D = distance(Pos, pCharCore->m_Pos);
if(D < PhysicalSize() && D >= 0.0f)
{
if(a > 0.0f)
m_Pos = LastPos;
else if(distance(NewPos, pCharCore->m_Pos) > D)
m_Pos = NewPos;
return;
}
}
LastPos = Pos;
}
}
}
m_Pos = NewPos;
}
void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
{
pObjCore->m_X = round_to_int(m_Pos.x);
pObjCore->m_Y = round_to_int(m_Pos.y);
pObjCore->m_VelX = round_to_int(m_Vel.x * 256.0f);
pObjCore->m_VelY = round_to_int(m_Vel.y * 256.0f);
pObjCore->m_HookState = m_HookState;
pObjCore->m_HookTick = m_HookTick;
pObjCore->m_HookX = round_to_int(m_HookPos.x);
pObjCore->m_HookY = round_to_int(m_HookPos.y);
pObjCore->m_HookDx = round_to_int(m_HookDir.x * 256.0f);
pObjCore->m_HookDy = round_to_int(m_HookDir.y * 256.0f);
pObjCore->m_HookedPlayer = m_HookedPlayer;
pObjCore->m_Jumped = m_Jumped;
pObjCore->m_Direction = m_Direction;
pObjCore->m_Angle = m_Angle;
}
void CCharacterCore::ReadCharacterCore(const CNetObj_CharacterCore *pObjCore)
{
m_Pos.x = pObjCore->m_X;
m_Pos.y = pObjCore->m_Y;
m_Vel.x = pObjCore->m_VelX / 256.0f;
m_Vel.y = pObjCore->m_VelY / 256.0f;
m_HookState = pObjCore->m_HookState;
m_HookTick = pObjCore->m_HookTick;
m_HookPos.x = pObjCore->m_HookX;
m_HookPos.y = pObjCore->m_HookY;
m_HookDir.x = pObjCore->m_HookDx / 256.0f;
m_HookDir.y = pObjCore->m_HookDy / 256.0f;
SetHookedPlayer(pObjCore->m_HookedPlayer);
m_Jumped = pObjCore->m_Jumped;
m_Direction = pObjCore->m_Direction;
m_Angle = pObjCore->m_Angle;
}
void CCharacterCore::ReadCharacter(const CNetObj_Character *pObjChar)
{
m_ActiveWeapon = pObjChar->m_Weapon;
ReadCharacterCore((const CNetObj_CharacterCore *)pObjChar);
}
void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
{
// Collision
m_Solo = pObjDDNet->m_Flags & CHARACTERFLAG_SOLO;
m_Jetpack = pObjDDNet->m_Flags & CHARACTERFLAG_JETPACK;
m_NoCollision = pObjDDNet->m_Flags & CHARACTERFLAG_NO_COLLISION;
m_NoHammerHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
m_NoGrenadeHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
m_NoLaserHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
m_NoShotgunHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
m_NoHookHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HOOK;
m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER;
// Endless
m_EndlessHook = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
m_EndlessJump = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
// Freeze
m_FreezeEnd = pObjDDNet->m_FreezeEnd;
m_DeepFrozen = pObjDDNet->m_FreezeEnd == -1;
m_LiveFrozen = (pObjDDNet->m_Flags & CHARACTERFLAG_NO_MOVEMENTS) != 0;
// Telegun
m_HasTelegunGrenade = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
m_HasTelegunGun = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
m_HasTelegunLaser = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
// Weapons
m_aWeapons[WEAPON_HAMMER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_HAMMER) != 0;
m_aWeapons[WEAPON_GUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GUN) != 0;
m_aWeapons[WEAPON_SHOTGUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_SHOTGUN) != 0;
m_aWeapons[WEAPON_GRENADE].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GRENADE) != 0;
m_aWeapons[WEAPON_LASER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0;
m_aWeapons[WEAPON_NINJA].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_NINJA) != 0;
// Available jumps
m_Jumps = pObjDDNet->m_Jumps;
}
void CCharacterCore::ReadDDNetDisplayInfo(const CNetObj_DDNetCharacterDisplayInfo *pObjDDNet)
{
m_JumpedTotal = pObjDDNet->m_JumpedTotal;
m_Ninja.m_ActivationTick = pObjDDNet->m_NinjaActivationTick;
m_FreezeTick = pObjDDNet->m_FreezeTick;
m_IsInFreeze = pObjDDNet->m_IsInFreeze;
}
void CCharacterCore::Quantize()
{
CNetObj_CharacterCore Core;
Write(&Core);
ReadCharacterCore(&Core);
}
void CCharacterCore::SetHookedPlayer(int HookedPlayer)
{
if(HookedPlayer != m_HookedPlayer)
{
if(m_HookedPlayer != -1 && m_Id != -1 && m_pWorld)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer];
if(pCharCore)
{
pCharCore->m_AttachedPlayers.erase(m_Id);
}
}
if(HookedPlayer != -1 && m_Id != -1 && m_pWorld)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[HookedPlayer];
if(pCharCore)
{
pCharCore->m_AttachedPlayers.insert(m_Id);
}
}
m_HookedPlayer = HookedPlayer;
}
}
// DDRace
void CCharacterCore::SetTeamsCore(CTeamsCore *pTeams)
{
m_pTeams = pTeams;
}
void CCharacterCore::SetTeleOuts(std::map<int, std::vector<vec2>> *pTeleOuts)
{
m_pTeleOuts = pTeleOuts;
}
bool CCharacterCore::IsSwitchActiveCb(int Number, void *pUser)
{
CCharacterCore *pThis = (CCharacterCore *)pUser;
if(pThis->Collision()->m_pSwitchers)
if(pThis->m_Id != -1 && pThis->m_pTeams->Team(pThis->m_Id) != (pThis->m_pTeams->m_IsDDRace16 ? VANILLA_TEAM_SUPER : TEAM_SUPER))
return pThis->Collision()->m_pSwitchers[Number].m_Status[pThis->m_pTeams->Team(pThis->m_Id)];
return false;
}