3#ifndef GAME_SERVER_GAMEWORLD_H
4#define GAME_SERVER_GAMEWORLD_H
136 void Snap(
int SnappingClient);
Definition: character.h:30
Definition: gamecontext.h:79
Definition: gameworld.h:17
void Snap(int SnappingClient)
Definition: gameworld.cpp:109
bool m_Paused
Definition: gameworld.h:50
CTuningParams * TuningList()
Definition: gameworld.h:185
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:81
class IServer * Server()
Definition: gameworld.h:47
class CConfig * Config()
Definition: gameworld.h:46
CTuningParams * m_pTuningList
Definition: gameworld.h:102
void SetGameServer(CGameContext *pGameServer)
Definition: gameworld.cpp:38
CEntity * m_pNextTraverseEntity
Definition: gameworld.h:109
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:34
@ ENTTYPE_CHARACTER
Definition: gameworld.h:30
@ NUM_ENTTYPES
Definition: gameworld.h:31
@ ENTTYPE_FLAG
Definition: gameworld.h:29
@ ENTTYPE_LASER
Definition: gameworld.h:22
@ ENTTYPE_PROJECTILE
Definition: gameworld.h:21
@ ENTTYPE_PICKUP
Definition: gameworld.h:28
void PostSnap()
Definition: gameworld.cpp:132
CCharacter * ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis)
Definition: gameworld.cpp:339
void RemoveEntitiesFromPlayer(int PlayerId)
Definition: gameworld.cpp:165
class CGameContext * m_pGameServer
Definition: gameworld.h:40
CEntity * m_apFirstEntityTypes[NUM_ENTTYPES]
Definition: gameworld.h:110
ESaveResult BlocksSave(int ClientId)
Definition: gameworld.cpp:273
void SwapClients(int Client1, int Client2)
Definition: gameworld.cpp:288
CTuningParams * GetTuning(int i)
Definition: gameworld.h:186
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:170
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:145
Definition: gamecore.h:41
Definition: gamecore.h:144
ESaveResult
Definition: save.h:23