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自学教程:C++ GameWorld函数代码示例

51自学网 2021-06-01 21:02:56
  C++
这篇教程C++ GameWorld函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GameWorld函数的典型用法代码示例。如果您正苦于以下问题:C++ GameWorld函数的具体用法?C++ GameWorld怎么用?C++ GameWorld使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了GameWorld函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CEntity

CElectro::CElectro(CGameWorld *pGameWorld, vec2 Start, vec2 End, vec2 Offset, int Left): CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER){	m_Render = !Left;	m_Pos = Start;	m_End = End;	m_EvalTick = Server()->Tick();	GameWorld()->InsertEntity(this);	if (Left > 0)	{		vec2 P = Start + End;		P /= 2.0f;				vec2 R = vec2(frandom()-frandom(), frandom()-frandom())*42.0f;				GameServer()->Collision()->IntersectLine(P, P+R+Offset, 0x0, &P);				//P += vec2(frandom()-frandom(), frandom()-frandom())*42.0f;		//P += Offset;				new CElectro(GameWorld(), Start, P, Offset * 0.5f, Left-1);		new CElectro(GameWorld(), P, End, Offset * 0.5f, Left-1);				/*		float a = Angle + (frandom()-frandom()) * 1.11f;		float l = 40.0f;				//vec2 P2 = vec2(sin(a) * l, cos(a) * l);		vec2 P2 = vec2(cosf(a), sinf(a)) * l;				new CElectro(GameWorld(), P, P + P2, Angle, 0);		*/	}}
开发者ID:Siile,项目名称:CSTT,代码行数:35,


示例2: r3dOutToLog

BOOL obj_ServerSiegeObjective::OnCreate(){  parent::OnCreate();  ObjFlags |= OBJFLAG_SkipCastRay;  Status = SS_ACTIVE;  NetworkLocal = true;  NetworkID    = gSiegeObjMgr.RegisterSiegeObjective(this) + NETID_SIEGEOBJ_START;  r3dOutToLog("SiegeObj %d at %f %f %f/n", NetworkID, GetPosition().x, GetPosition().y, GetPosition().z);  if(m_BlueSpawnHashID == -1)	  r3dError("Blue spawn isn't set for siege objective/n");  if(m_RedSpawnHashID == -1)	  r3dError("Red spawn isn't set for siege objective/n");  {	  GameObject* obj = GameWorld().GetObjectByHash(m_BlueSpawnHashID);	  if(obj == NULL)		  r3dError("Blue spawn hash ID doesn't map to any object/n");	  if(obj->Class->Name != "obj_ControlPoint")		  r3dError("Blue spawn isn't obj_ControlPoint/n");	  m_BlueCP = (obj_ServerControlPoint*)obj;  }  {	  GameObject* obj = GameWorld().GetObjectByHash(m_RedSpawnHashID);	  if(obj == NULL)		  r3dError("Red spawn hash ID doesn't map to any object/n");	  if(obj->Class->Name != "obj_ControlPoint")		  r3dError("Red spawn isn't obj_ControlPoint/n");	  m_RedCP = (obj_ServerControlPoint*)obj;  }  return 1;}
开发者ID:Mateuus,项目名称:server,代码行数:35,


示例3: LoadLevel_Objects

int LoadLevel_Objects( float BarRange ){	char fname[MAX_PATH];	sprintf(fname, "%s//LevelData.xml", r3dGameLevel::GetHomeDir());	r3dFile* f = r3d_open(fname, "rb");	if ( ! f )		return 0;	char* fileBuffer = new char[f->size + 1];	fread(fileBuffer, f->size, 1, f);	fileBuffer[f->size] = 0;	pugi::xml_document xmlLevelFile;	pugi::xml_parse_result parseResult = xmlLevelFile.load_buffer_inplace(fileBuffer, f->size);	fclose(f);	if(!parseResult)		r3dError("Failed to parse XML, error: %s", parseResult.description());	pugi::xml_node xmlLevel = xmlLevelFile.child("level");	g_leveldata_xml_ver->SetInt( 0 );	if( !xmlLevel.attribute("version").empty() )	{		g_leveldata_xml_ver->SetInt( xmlLevel.attribute("version").as_int() );	}	if( g_level_settings_ver->GetInt() < 2 || g_level_settings_ver->GetInt() >=3 )	{		GameWorld().m_MinimapOrigin.x = xmlLevel.attribute("minimapOrigin.x").as_float();		GameWorld().m_MinimapOrigin.z = xmlLevel.attribute("minimapOrigin.z").as_float();		GameWorld().m_MinimapSize.x = xmlLevel.attribute("minimapSize.x").as_float();  		GameWorld().m_MinimapSize.z = xmlLevel.attribute("minimapSize.z").as_float();		if(g_level_settings_ver->GetInt() < 2 )		{			r_shadow_extrusion_limit->SetFloat(xmlLevel.attribute("shadowLimitHeight").as_float());			if(!xmlLevel.attribute("near_plane").empty())			{				r_near_plane->SetFloat(xmlLevel.attribute("near_plane").as_float()); 				r_far_plane->SetFloat(xmlLevel.attribute("far_plane").as_float());			}		}	}	if(GameWorld().m_MinimapSize.x == 0 || GameWorld().m_MinimapSize.z == 0)	{		GameWorld().m_MinimapSize.x = 100;		GameWorld().m_MinimapSize.z = 100;	}	GameWorld().numbuilding = 0;#ifdef WO_SERVER	GameWorld().spawncar = xmlLevel.attribute("spawncar").as_int();#endif	LoadLevelObjects ( xmlLevel, BarRange );	// delete only after we are done parsing xml!	delete [] fileBuffer;	return 1;}
开发者ID:Mateuus,项目名称:devsrc,代码行数:59,


示例4: GameServer

void CHealth::Tick(){	CCharacter *m_Chr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);	CCharacter *m_Ownerchar = GameServer()->GetPlayerChar(m_Owner);		if(!m_Ownerchar)	{		GameWorld()->DestroyEntity(this); // maybe bug :(		return;	}		m_Pos = m_Ownerchar->m_Pos - vec2(0, 45);	if(GameServer()->m_World.m_Paused == true || !m_Ownerchar->Core()->m_ProtectedBy)		GameWorld()->DestroyEntity(this);}
开发者ID:Schwertspize,项目名称:speedfng,代码行数:15,


示例5: CreateAllGameObjectsAndCollections

	void CreateAllGameObjectsAndCollections(LevelGeometry &lg)	{		//	Submit level objects triangles		GameObject *obj = 0;		int k = 0;		lg.meshes.Reserve(lg.meshes.Count() + GameWorld().GetNumObjects() + GameWorld().GetStaticObjectCount() + gCollectionsManager.GetElementsCount());		for( ObjectIterator iter = GameWorld().GetFirstOfAllObjects(); iter.current ; iter = GameWorld().GetNextOfAllObjects( iter ) )		{			GameObject* obj = iter.current;			if (!obj->isActive() || obj->ObjFlags & OBJFLAG_SkipCastRay)			{				continue;			}			// if it's a mesh objects			if (!obj->isObjType(OBJTYPE_Mesh) || !obj->PhysicsObject)			{				continue;			}			//	If it is inside or intersect of tile bb			const r3dBoundBox &bb = obj->GetBBoxWorld();			if (!gConvexRegionsManager.IsIntersectSomeRegion(bb))				continue;			lg.meshes.Resize(lg.meshes.Count() + 1);			CreateGeometryFromPhysxActor(obj->PhysicsObject->getPhysicsActor(), lg.meshes.GetLast());		}		//	Submit collection elements		for (uint32_t i = 0; i < gCollectionsManager.GetElementsCount(); ++i)		{			CollectionElement *ce = gCollectionsManager.GetElement(i);			if (!ce || !ce->physObj)				continue;			//	If it is inside or intersect of tile bb			const r3dBoundBox &bb = ce->GetWorldAABB();			if (!gConvexRegionsManager.IsIntersectSomeRegion(bb))				continue;			lg.meshes.Resize(lg.meshes.Count() + 1);			CreateGeometryFromPhysxActor(ce->physObj->getPhysicsActor(), lg.meshes.GetLast());		}	}
开发者ID:Mateuus,项目名称:devsrc,代码行数:48,


示例6: CEntity

CMine::CMine(CGameWorld *pGameWorld, vec2 Pos, int Owner): CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE){	m_Pos = Pos;	m_Owner = Owner;	GameWorld()->InsertEntity(this);}
开发者ID:kurosio,项目名称:xpanic-remake,代码行数:7,


示例7: CEntity

CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType): CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP){	m_Type = Type;	m_Subtype = SubType;	m_ProximityRadius = PickupPhysSize;	// MineTee	m_TimerOwnerTake = Server()->Tick();	m_Vel = vec2(1.0f, 0.0f);	m_Amount = 0;	if (m_Type == POWERUP_BLOCK)        m_DestroyTick = Server()->Tick()+Server()->TickSpeed()*5;	else if (m_Type == POWERUP_FOOD || m_Type == POWERUP_DROPITEM)        m_DestroyTick = Server()->Tick()+Server()->TickSpeed()*25;	else        m_DestroyTick = -1;	//	Reset();	GameWorld()->InsertEntity(this);}
开发者ID:H-M-H,项目名称:MineTee,代码行数:25,


示例8: Draw

void CameraHUD :: Draw(){	assert(bInited);	if ( !bInited ) return;	r3dSetFiltering( R3D_POINT );	r3dRenderer->pd3ddev->SetRenderState( D3DRS_ALPHATESTENABLE, 	FALSE );	r3dRenderer->pd3ddev->SetRenderState( D3DRS_ALPHAREF,        	1 );	r3dRenderer->SetMaterial(NULL);	r3dRenderer->SetRenderingMode(R3D_BLEND_ALPHA);	//	floatTextMgrDraw();	//Font_Label->PrintF(20,20,r3dColor(255,255,255), "fps %f/n%fms/n%d", 1.0f/r3dGetFrameTime(), r3dGetFrameTime()*1000.0f,Mod);#ifndef FINAL_BUILD	GameObject* TargetObj = GameWorld().GetObject(UI_TargetObjID);	if(TargetObj && r_hide_icons->GetInt() == 0)	{		Font_Label->PrintF(20,60,r3dColor(255,255,255), "OBJ: %s", TargetObj->Name.c_str());	}#endif#ifndef FINAL_BUILD	LevelEditor.Process(!enablemouselook);#endif	r3dRenderer->pd3ddev->SetRenderState( D3DRS_ALPHATESTENABLE, 	FALSE );	r3dRenderer->pd3ddev->SetRenderState( D3DRS_ALPHAREF,        	1 );}
开发者ID:Mateuus,项目名称:srcundead,代码行数:34,


示例9: GameWorld

BOOL obj_Grenade::OnCreate(){	const GameObject* owner = GameWorld().GetObject(ownerID);	if(!owner)		return FALSE;	m_isSerializable = false;	ReadPhysicsConfig();	PhysicsConfig.group = PHYSCOLL_PROJECTILES;	PhysicsConfig.isFastMoving = true;	r3d_assert(m_Ammo);	r3d_assert(m_Weapon);	parent::OnCreate();	m_CreationTime = r3dGetTime() - m_AddedDelay;	m_CreationPos = GetPosition();	if(m_Ammo->getParticleTracer())		m_ParticleTracer = (obj_ParticleSystem*)srv_CreateGameObject("obj_ParticleSystem", m_Ammo->getParticleTracer(), GetPosition() );	SetBBoxLocal( GetObjectMesh()->localBBox ) ;	UpdateTransform();	m_FireDirection.y += 0.1f; // to make grenade fly where you point	m_AppliedVelocity = m_FireDirection*m_Weapon->m_AmmoSpeed;	SetVelocity(m_AppliedVelocity);	return TRUE;}
开发者ID:Mateuus,项目名称:devsrc,代码行数:32,


示例10: GameWorld

voidGameObject::SetTransparentShadowCasting( bool enabled ){	if( enabled )	{		// first set flag, then provoke adding		PrivateFlags |= PRIVFLAG_TransparentShadowCaster ;		GameWorld().UpdateTransparentShadowCaster( this ) ;	}	else	{		// first provoke removal, then clear flag		GameWorld().UpdateTransparentShadowCaster( this ) ;		PrivateFlags &= ~PRIVFLAG_TransparentShadowCaster ;	}}
开发者ID:Mateuus,项目名称:devsrc,代码行数:16,


示例11: r3dGetTime

BOOL obj_ServerAutoTurret::Update(){	float curTime = r3dGetTime();	bool ownerAlive = true;	// check if owner is still alive, if dead - kill it	{		GameObject* owner = GameWorld().GetObject(ownerID);		if(owner && owner->isObjType(OBJTYPE_Human))		{			obj_ServerPlayer* plr = (obj_ServerPlayer*)owner;			if(!isConsumableVersion) // consumable version stays alive even if owner gets killed				ownerAlive = !plr->isDead;		}		else			ownerAlive = false;	}	if(gServerLogic.gameStartCountdown>0 || !ownerAlive || requestKill) // remove all on round start	{		// destroy		PKT_S2C_DestroyNetObject_s n;		n.spawnID = toP2pNetId(NetworkID);		gServerLogic.p2pBroadcastToActive(NULL, &n, sizeof(n));		return FALSE;	}	return parent::Update();}
开发者ID:Mateuus,项目名称:server,代码行数:30,


示例12: CLaser

void CMod_Weapon_Laser::CreateProjectile(vec2 Pos, vec2 Direction){	new CLaser(GameWorld(), Pos, Direction, GameServer()->Tuning()->m_LaserReach, Player()->GetCID());		CModAPI_WorldEvent_Sound(GameServer(), WorldID())		.Send(Character()->GetPos(), SOUND_LASER_FIRE);}
开发者ID:teeworlds-modapi,项目名称:mod-target,代码行数:7,


示例13: CEntity

CSpawProtect::CSpawProtect(CGameWorld *pGameWorld, int Owner)    : CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP){    m_Owner = Owner;    GameWorld()->InsertEntity(this);}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:7,


示例14: Server

void CLaser::DoBounce(){	m_EvalTick = Server()->Tick();	if(m_Energy < 0)	{		GameWorld()->DestroyEntity(this);		return;	}	vec2 To = m_Pos + m_Dir * m_Energy;	if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))	{		if(!HitCharacter(m_Pos, To))		{			// intersected			m_From = m_Pos;			m_Pos = To;			vec2 TempPos = m_Pos;			vec2 TempDir = m_Dir * 4.0f;			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);			m_Pos = TempPos;			m_Dir = normalize(TempDir);			m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;			m_Bounces++;			if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)				m_Energy = -1;			tu::CEvent_Sound(GameServer()).World(GameWorld()->m_WorldID)				.Send(m_Pos, SOUND_LASER_BOUNCE);		}	}	else	{		if(!HitCharacter(m_Pos, To))		{			m_From = m_Pos;			m_Pos = To;			m_Energy = -1;		}	}}
开发者ID:teeworlds-modapi,项目名称:teeworlds,代码行数:47,


示例15: CEntity

CHealth::CHealth(CGameWorld *pGameWorld, vec2 Pos, int Owner, int Type): CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP){	m_Owner = Owner;	m_Pos = Pos;		GameWorld()->InsertEntity(this);}
开发者ID:Schwertspize,项目名称:speedfng,代码行数:8,


示例16: GameServer

void CBarrier::Tick(){	m_LifeSpan--;		if(m_LifeSpan < 0)	{		GameServer()->m_World.DestroyEntity(this);	}	else	{		// Find other players		for(CCharacter *p = (CCharacter*) GameWorld()->FindFirst(CGameWorld::ENTTYPE_CHARACTER); p; p = (CCharacter *)p->TypeNext())		{			if(!p->IsInfected()) continue;			vec2 IntersectPos = closest_point_on_line(m_Pos, m_Pos2, p->m_Pos);			float Len = distance(p->m_Pos, IntersectPos);			if(Len < p->m_ProximityRadius+g_BarrierRadius)			{				//Check for portal traps				if(p->GetClass() != PLAYERCLASS_UNDEAD && (Server()->Tick() - p->m_PortalTick) < Server()->TickSpeed()/2)				{					CPlayer* pPortalPlayer = GameServer()->m_apPlayers[p->m_LastPortalOwner];					if(pPortalPlayer)					{						pPortalPlayer->IncreaseScore(1);					}				}								//Check for hook traps. The case when the player is frozen is in the function Die()				if(!p->IsFrozen())				{					for(CCharacter *pHook = (CCharacter*) GameWorld()->FindFirst(CGameWorld::ENTTYPE_CHARACTER); pHook; pHook = (CCharacter *)pHook->TypeNext())					{						if(p->GetPlayer() && pHook->GetPlayer() && pHook->m_Core.m_HookedPlayer == p->GetPlayer()->GetCID() && pHook->GetPlayer()->GetCID() != m_Owner)						{							pHook->GetPlayer()->IncreaseScore(1);						}					}				}								p->Die(m_Owner, WEAPON_HAMMER);			}		}	}}
开发者ID:AlphaDEXi,项目名称:teeworlds-infclass,代码行数:46,


示例17: GameServer

/* INFECTION MODIFICATION START ***************************************/void CCharacter::OpenClassChooser(){	GameServer()->SendBroadcast("Choose your class", m_pPlayer->GetCID());	if(!m_pClassChooser)	{		m_pClassChooser = new CClassChooser(GameWorld(), m_Pos, m_pPlayer->GetCID());	}}
开发者ID:Schwertspize,项目名称:teeworlds-infclass,代码行数:9,


示例18: CEntity

CBuyHealth::CBuyHealth(CGameWorld *pGameWorld, vec2 Pos): CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE){	m_Pos = Pos;	GameWorld()->InsertEntity(this);		for(int i = 0; i < 2; i++)		m_IDs[i] = Server()->SnapNewID();}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:9,


示例19: GameWorld

BOOL obj_Bullet::Update(){	parent::Update();	const GameObject* owner = GameWorld().GetObject(ownerID);	if( m_CreationTime+5.0f < r3dGetTime() ) // Bullets should only live for 5 seconds. 	{		// yeah your dead. 		if(owner && owner->NetworkLocal)		{			PKT_C2C_PlayerHitNothing_s n;			p2pSendToHost(owner, &n, sizeof(n), true);		}		return false;	}	r3dVector dir = (GetPosition() - oldstate.Position);	if(dir.Length()==0)		dir = m_FireDirection;	// perform collision check	m_AppliedVelocity += r3dVector(0, -9.81f, 0) * m_Weapon->m_AmmoMass * r3dGetFrameTime();	r3dPoint3D motion = m_AppliedVelocity * r3dGetFrameTime();	float motionLen = motion.Length();	motion.Normalize();	PxU32 collisionFlag = COLLIDABLE_STATIC_MASK;	if(owner && owner->NetworkLocal)		collisionFlag |= (1<<PHYSCOLL_NETWORKPLAYER);	PxSphereGeometry sphere(0.0025f); // Make it tiny. 5 milimeter diameter	PxTransform pose(PxVec3(GetPosition().x, GetPosition().y, GetPosition().z), PxQuat(0,0,0,1));	PxSweepHit hit;	PxSceneQueryFilterData filter(PxFilterData(collisionFlag, 0, 0, 0), PxSceneQueryFilterFlag::eSTATIC|PxSceneQueryFilterFlag::eDYNAMIC);			if(g_pPhysicsWorld->PhysXScene->sweepSingle(sphere, pose, PxVec3(motion.x, motion.y, motion.z), motionLen, PxSceneQueryFlag::eINITIAL_OVERLAP|PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL, hit, filter))	{		// if the hit is the final stop. 		if ( OnHit(hit) ) {			return false;		}	}	else 	{		// perform movement		SetPosition(GetPosition() + m_AppliedVelocity * r3dGetFrameTime());	}		if(m_ParticleTracer)		m_ParticleTracer->SetPosition(GetPosition());	return true;}
开发者ID:Mateuus,项目名称:newsrcundead,代码行数:56,


示例20: CEntity

CWall::CWall(CGameWorld *pGameWorld, vec2 Pos, vec2 Pos2, int Owner): CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER){	m_Pos = Pos;	m_Pos2 = Pos2;	m_Owner = Owner;	m_ID2 = Server()->SnapNewID();	m_Lifespan = (float)(20*50);	GameWorld()->InsertEntity(this);}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:10,


示例21: CEntity

CStaticlaser::CStaticlaser(CGameWorld *pGameWorld, vec2 From, vec2 To): CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER){	m_From = From;	m_Pos = To;	m_EvalTick = 0;	m_Hidden = false;		GameWorld()->InsertEntity(this);}
开发者ID:Schwertspize,项目名称:KillingFloor,代码行数:10,


示例22: GameWorld

bool GameObject::SetNetworkID(DWORD id){	//r3d_assert(NetworkID == 0); //comentar		NetworkID = id;	std::pair<ObjectManager::NetMapType::iterator, bool> result = GameWorld().NetworkIDMap.insert(std::pair<DWORD, GameObject*>(NetworkID, this));	//r3d_assert(result.second); //comentar	return true;}
开发者ID:Mateuus,项目名称:srcundead,代码行数:10,


示例23: CEntity

CPickup::CPickup(CGameWorld *pGameWorld, int Type): CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP){	m_Type = Type;	m_ProximityRadius = PickupPhysSize;	Reset();	GameWorld()->InsertEntity(this);}
开发者ID:4a4ik,项目名称:teeworlds,代码行数:10,


示例24: CEntity

CRocket::CRocket(CGameWorld *pGameWorld, int Owner, vec2 Dir, vec2 Pos): CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE){	m_Direction = Dir;	m_LifeSpan = 10 * Server()->TickSpeed();	m_Owner = Owner;	m_Pos = Pos;	GameWorld()->InsertEntity(this);}
开发者ID:SoMeRelaX,项目名称:ddnet,代码行数:10,


示例25: CEntity

CTeleport::CTeleport(CGameWorld *pGameWorld, vec2 Pos, int Type): CEntity(pGameWorld, CGameWorld::ENTTYPE_FLAG){	m_Pos = Pos;	for(int i = 0; i < 4; i++)		m_ItemID[i] = 0;	m_Type = Type;	GameWorld()->InsertEntity(this);}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:11,


示例26: CEntity

CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner): CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER, Pos){	m_Owner = Owner;	m_Energy = StartEnergy;	m_Dir = Direction;	m_Bounces = 0;	m_EvalTick = 0;	GameWorld()->InsertEntity(this);	DoBounce();}
开发者ID:hellotanm,项目名称:teeworlds,代码行数:11,


示例27: r3d_assert

bool GameObject::SetNetworkID(DWORD id){	//AHNHS_PROTECT_FUNCTION	r3d_assert(NetworkID == 0);		NetworkID = id;	std::pair<ObjectManager::NetMapType::iterator, bool> result = GameWorld().NetworkIDMap.insert(std::pair<DWORD, GameObject*>(NetworkID, this));	r3d_assert(result.second);	return true;}
开发者ID:Mateuus,项目名称:devsrc,代码行数:11,


示例28: CModAPI_EntitySnapshot07

CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner): CModAPI_EntitySnapshot07(pGameWorld, MOD_ENTTYPE_LASER, Pos, 1){	m_Owner = Owner;	m_Energy = StartEnergy;	m_Dir = Direction;	m_Bounces = 0;	m_EvalTick = 0;	GameWorld()->InsertEntity(this);	DoBounce();}
开发者ID:killaTW,项目名称:teeworlds,代码行数:11,


示例29: CEntity

CLight::CLight(CGameWorld *pGameWorld, vec2 From, vec2 To, int Team): CEntity(pGameWorld, CGameWorld::ENTTYPE_INVALID){	this->m_From = From;	this->m_To = To;	this->m_Visible = true;	this->m_Team = Team;	m_KeepPoints = false;	this->m_ID2 = Server()->SnapNewID();	GameWorld()->InsertEntity(this);}
开发者ID:SadaleNet,项目名称:teeworlds-nRaceRevived,代码行数:11,


示例30: CEntity

CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType): CEntity(pGameWorld, NETOBJTYPE_PICKUP){	m_Type = Type;	m_Subtype = SubType;	m_ProximityRadius = PickupPhysSize;	Reset();		GameWorld()->InsertEntity(this);}
开发者ID:chi1,项目名称:twmaps,代码行数:11,



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