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-rw-r--r--src/game/server/entities/character.cpp10
-rw-r--r--src/game/server/entities/flag.cpp2
-rw-r--r--src/game/server/entities/laser.cpp2
-rw-r--r--src/game/server/entities/pickup.cpp9
-rw-r--r--src/game/server/entities/projectile.cpp2
5 files changed, 11 insertions, 14 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 0a3dd87b..53c75e3d 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -40,7 +40,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
 
 // Character, "physical" player's part
 CCharacter::CCharacter(CGameWorld *pWorld)
-: CEntity(pWorld, NETOBJTYPE_CHARACTER)
+: CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER)
 {
 	m_ProximityRadius = ms_PhysSize;
 	m_Health = 0;
@@ -153,11 +153,11 @@ void CCharacter::HandleNinja()
 
 		// check if we Hit anything along the way
 		{
-			CCharacter *aEnts[64];
+			CCharacter *aEnts[MAX_CLIENTS];
 			vec2 Dir = m_Pos - OldPos;
 			float Radius = m_ProximityRadius * 2.0f;
 			vec2 Center = OldPos + Dir * 0.5f;
-			int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
+			int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
 
 			for (int i = 0; i < Num; ++i)
 			{
@@ -289,10 +289,10 @@ void CCharacter::FireWeapon()
 			m_NumObjectsHit = 0;
 			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
 			
-			CCharacter *apEnts[64];
+			CCharacter *apEnts[MAX_CLIENTS];
 			int Hits = 0;
 			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts, 
-			64, NETOBJTYPE_CHARACTER);
+														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
 
 			for (int i = 0; i < Num; ++i)
 			{
diff --git a/src/game/server/entities/flag.cpp b/src/game/server/entities/flag.cpp
index 4d034214..13109b07 100644
--- a/src/game/server/entities/flag.cpp
+++ b/src/game/server/entities/flag.cpp
@@ -4,7 +4,7 @@
 #include "flag.h"
 
 CFlag::CFlag(CGameWorld *pGameWorld, int Team)
-: CEntity(pGameWorld, NETOBJTYPE_FLAG)
+: CEntity(pGameWorld, CGameWorld::ENTTYPE_FLAG)
 {
 	m_Team = Team;
 	m_ProximityRadius = ms_PhysSize;
diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp
index 17eb4332..2f6568fa 100644
--- a/src/game/server/entities/laser.cpp
+++ b/src/game/server/entities/laser.cpp
@@ -5,7 +5,7 @@
 #include "laser.h"
 
 CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner)
-: CEntity(pGameWorld, NETOBJTYPE_LASER)
+: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
 {
 	m_Pos = Pos;
 	m_Owner = Owner;
diff --git a/src/game/server/entities/pickup.cpp b/src/game/server/entities/pickup.cpp
index a2c6f650..136e3efe 100644
--- a/src/game/server/entities/pickup.cpp
+++ b/src/game/server/entities/pickup.cpp
@@ -5,7 +5,7 @@
 #include "pickup.h"
 
 CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
-: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
+: CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP)
 {
 	m_Type = Type;
 	m_Subtype = SubType;
@@ -91,12 +91,9 @@ void CPickup::Tick()
 					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
 
 					// loop through all players, setting their emotes
-					CEntity *apEnts[64];
-					int Num = GameServer()->m_World.FindEntities(vec2(0, 0), 1000000, apEnts, 64, NETOBJTYPE_CHARACTER);
-					
-					for (int i = 0; i < Num; ++i)
+					CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
+					for(; pC; pC = (CCharacter *)pC->TypeNext())
 					{
-						CCharacter *pC = static_cast<CCharacter *>(apEnts[i]);
 						if (pC != pChr)
 							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
 					}
diff --git a/src/game/server/entities/projectile.cpp b/src/game/server/entities/projectile.cpp
index f5c376a2..6e256e95 100644
--- a/src/game/server/entities/projectile.cpp
+++ b/src/game/server/entities/projectile.cpp
@@ -6,7 +6,7 @@
 
 CProjectile::CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span,
 		int Damage, bool Explosive, float Force, int SoundImpact, int Weapon)
-: CEntity(pGameWorld, NETOBJTYPE_PROJECTILE)
+: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
 {
 	m_Type = Type;
 	m_Pos = Pos;