3#ifndef GAME_SERVER_ENTITY_H
4#define GAME_SERVER_ENTITY_H
#define MACRO_ALLOC_HEAP()
Definition alloc.h:21
Definition collision.h:34
float m_ProximityRadius
Definition entity.h:51
CGameWorld * GameWorld()
Definition entity.h:64
virtual ESaveResult BlocksSave(int ClientId)
Definition entity.h:143
bool NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const
Definition entity.cpp:43
class CGameContext * GameServer()
Definition entity.h:69
int GetId() const
Definition entity.h:28
class IServer * Server()
Definition entity.h:70
bool m_MarkedForDestroy
Definition entity.h:23
std::vector< SSwitchers > & Switchers()
Definition entity.h:63
const vec2 & GetPos() const
Definition entity.h:76
CEntity * m_pNextTypeEntity
Definition entity.h:19
bool NetworkClipped(int SnappingClient) const
Definition entity.cpp:33
CGameWorld * m_pGameWorld
Definition entity.h:22
CCollision * Collision()
Definition entity.h:71
CCollision * m_pCCollision
Definition entity.h:31
class CConfig * Config()
Definition entity.h:68
vec2 m_Pos
Definition entity.h:52
CTuningParams * GetTuning(int i)
Definition entity.h:67
virtual void TickDeferred()
Definition entity.h:105
float GetProximityRadius() const
Definition entity.h:77
int m_Layer
Definition entity.h:54
CTuningParams * TuningList()
Definition entity.h:66
CEntity * m_pPrevTypeEntity
Definition entity.h:18
CEntity * TypeNext()
Definition entity.h:74
virtual void Tick()
Definition entity.h:99
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
CEntity * TypePrev()
Definition entity.h:75
virtual void Snap(int SnappingClient)
Definition entity.h:124
CTuningParams * Tuning()
Definition entity.h:65
virtual void SwapClients(int Client1, int Client2)
Definition entity.h:134
virtual bool CanCollide(int ClientId)
Definition entity.h:174
virtual void Destroy()
Definition entity.h:85
bool GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *pOutPos)
Definition entity.cpp:77
virtual int GetOwnerId() const
Definition entity.h:153
bool GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos)
Definition entity.cpp:54
int m_Number
Definition entity.h:53
int m_ObjType
Definition entity.h:25
virtual void Reset()
Definition entity.h:92
bool GameLayerClipped(vec2 CheckPos)
virtual void TickPaused()
Definition entity.h:111
int m_Id
Definition entity.h:24
Definition gamecontext.h:106
Definition gameworld.h:18
CTuningParams * TuningList()
Definition gameworld.h:105
CTuningParams * Tuning()
Definition gameworld.cpp:326
class IServer * Server()
Definition gameworld.h:47
class CConfig * Config()
Definition gameworld.h:46
class CGameContext * GameServer()
Definition gameworld.h:45
CWorldCore m_Core
Definition gameworld.h:35
CTuningParams * GetTuning(int i)
Definition gameworld.h:106
std::vector< SSwitchers > m_vSwitchers
Definition gamecore.h:176
ESaveResult
Definition save.h:27
bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos)
Definition entity.cpp:90
bool NetworkClippedLine(const CGameContext *pGameServer, int SnappingClient, vec2 StartPos, vec2 EndPos)
Definition entity.cpp:103
vector2_base< float > vec2
Definition vmath.h:161