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/* (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_pNextEntity = 0;
m_pPrevEntity = 0;
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)
{
if(SnappingClient == -1)
return 0;
float dx = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.x-CheckPos.x;
float dy = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.y-CheckPos.y;
if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f)
return 1;
if(distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, CheckPos) > 1100.0f)
return 1;
return 0;
}
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