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51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
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#include "entity.h"
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#include "gamecontext.h"
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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CEntity::CEntity(CGameWorld *pGameWorld, int ObjType)
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{
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m_pGameWorld = pGameWorld;
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m_Objtype = ObjType;
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m_Pos = vec2(0,0);
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m_ProximityRadius = 0;
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m_MarkedForDestroy = false;
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m_Id = Server()->SnapNewID();
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m_pNextEntity = 0;
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m_pPrevEntity = 0;
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m_pPrevTypeEntity = 0;
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m_pNextTypeEntity = 0;
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}
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CEntity::~CEntity()
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{
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GameWorld()->RemoveEntity(this);
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Server()->SnapFreeID(m_Id);
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}
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int CEntity::NetworkClipped(int SnappingClient)
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{
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return NetworkClipped(SnappingClient, m_Pos);
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}
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int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos)
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{
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if(SnappingClient == -1)
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return 0;
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float dx = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.x-CheckPos.x;
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float dy = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.y-CheckPos.y;
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if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f)
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return 1;
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if(distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, CheckPos) > 1100.0f)
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return 1;
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return 0;
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}
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