3#ifndef GAME_SERVER_GAMEWORLD_H
4#define GAME_SERVER_GAMEWORLD_H
159 void Snap(
int SnappingClient);
Definition character.h:24
Definition collision.h:35
Definition gamecontext.h:108
Definition gameworld.h:18
void Snap(int SnappingClient)
Definition gameworld.cpp:118
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:52
CTuningParams * TuningList()
Definition gameworld.h:200
CCharacter * IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis=nullptr, int CollideWith=-1, const CCharacter *pThisOnly=nullptr)
const CTuningParams * GetTuning(int i) const
Definition gameworld.h:201
void InsertEntity(CEntity *pEntity, bool Last=false)
Definition gameworld.cpp:95
class IServer * Server()
Definition gameworld.h:49
class CConfig * Config()
Definition gameworld.h:48
CTuningParams * m_pTuningList
Definition gameworld.h:122
void SetGameServer(CGameContext *pGameServer)
Definition gameworld.cpp:41
CEntity * m_pNextTraverseEntity
Definition gameworld.h:116
class CConfig * m_pConfig
Definition gameworld.h:42
class CGameContext * GameServer()
Definition gameworld.h:47
CEntity * FindFirst(int Type)
CWorldCore m_Core
Definition gameworld.h:35
CCharacter * ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis)
Definition gameworld.cpp:335
void RemoveEntitiesFromPlayer(int PlayerId)
Definition gameworld.cpp:161
class CGameContext * m_pGameServer
Definition gameworld.h:41
const CTuningParams * TuningList() const
Definition gameworld.h:199
CEntity * m_apFirstEntityTypes[NUM_ENTTYPES]
Definition gameworld.h:117
ESaveResult BlocksSave(int ClientId)
Definition gameworld.cpp:266
void Init(CCollision *pCollision, CTuningParams *pTuningList, const CMapBugs *pMapBugs)
Definition gameworld.cpp:53
void SwapClients(int Client1, int Client2)
Definition gameworld.cpp:281
CTuningParams * GetTuning(int i)
Definition gameworld.h:202
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:166
class IServer * m_pServer
Definition gameworld.h:43
void ReleaseHooked(int ClientId)
void RemoveEntity(CEntity *pEntity)
bool m_ResetRequested
Definition gameworld.h:51
@ 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
void Reset()
Definition gameworld.cpp:141
Definition gamecore.h:148
ESaveResult
Definition save.h:28
vector2_base< float > vec2
Definition vmath.h:161