3#ifndef GAME_SERVER_GAMEWORLD_H
4#define GAME_SERVER_GAMEWORLD_H
Definition character.h:24
Definition gamecontext.h:106
Definition gameworld.h:18
void Snap(int SnappingClient)
Definition gameworld.cpp:109
CEntity * IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis=nullptr, int CollideWith=-1, const CEntity *pThisOnly=nullptr)
bool m_Paused
Definition gameworld.h:50
CTuningParams * TuningList()
Definition gameworld.h:199
CCharacter * IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis=nullptr, int CollideWith=-1, const CCharacter *pThisOnly=nullptr)
void InsertEntity(CEntity *pEntity, bool Last=false)
Definition gameworld.cpp:85
class IServer * Server()
Definition gameworld.h:47
class CConfig * Config()
Definition gameworld.h:46
CTuningParams * m_pTuningList
Definition gameworld.h:104
void SetGameServer(CGameContext *pGameServer)
Definition gameworld.cpp:38
CEntity * m_pNextTraverseEntity
Definition gameworld.h:114
class CConfig * m_pConfig
Definition gameworld.h:41
class CGameContext * GameServer()
Definition gameworld.h:45
CEntity * FindFirst(int Type)
CWorldCore m_Core
Definition gameworld.h:35
@ ENTTYPE_CHARACTER
Definition gameworld.h:31
@ NUM_ENTTYPES
Definition gameworld.h:32
@ ENTTYPE_FLAG
Definition gameworld.h:30
@ ENTTYPE_LASER
Definition gameworld.h:23
@ ENTTYPE_PROJECTILE
Definition gameworld.h:22
@ ENTTYPE_PICKUP
Definition gameworld.h:29
CCharacter * ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis)
Definition gameworld.cpp:326
void RemoveEntitiesFromPlayer(int PlayerId)
Definition gameworld.cpp:152
class CGameContext * m_pGameServer
Definition gameworld.h:40
CEntity * m_apFirstEntityTypes[NUM_ENTTYPES]
Definition gameworld.h:115
ESaveResult BlocksSave(int ClientId)
Definition gameworld.cpp:257
void SwapClients(int Client1, int Client2)
Definition gameworld.cpp:272
CTuningParams * GetTuning(int i)
Definition gameworld.h:200
std::vector< CCharacter * > IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis=nullptr)
int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
void RemoveEntitiesFromPlayers(int PlayerIds[], int NumPlayers)
Definition gameworld.cpp:157
class IServer * m_pServer
Definition gameworld.h:42
void ReleaseHooked(int ClientId)
void RemoveEntity(CEntity *pEntity)
bool m_ResetRequested
Definition gameworld.h:49
void Reset()
Definition gameworld.cpp:132
Definition gamecore.h:148
ESaveResult
Definition save.h:27