Beispiel #1
0
void CLaser::Snap(int SnappingClient)
{
	if(NetworkClipped(SnappingClient))
		return;
	CCharacter * OwnerChar = 0;
	if(m_Owner >= 0)
		OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	if(!OwnerChar)
		return;

	CCharacter *pOwnerChar = 0;
	int64_t TeamMask = -1LL;

	if(m_Owner >= 0)
		pOwnerChar = GameServer()->GetPlayerChar(m_Owner);

	if (pOwnerChar && pOwnerChar->IsAlive())
			TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);

	if(!CmaskIsSet(TeamMask, SnappingClient))
		return;
	CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
	if(!pObj)
		return;

	pObj->m_X = (int)m_Pos.x;
	pObj->m_Y = (int)m_Pos.y;
	pObj->m_FromX = (int)m_From.x;
	pObj->m_FromY = (int)m_From.y;
	pObj->m_StartTick = m_EvalTick;
}
Beispiel #2
0
void CEventHandler::Snap(int SnappingClient)
{
	for(int i = 0; i < m_NumEvents; i++)
	{
		if(SnappingClient == -1 || CmaskIsSet(m_aClientMasks[i], SnappingClient))
		{
			NETEVENT_COMMON *ev = (NETEVENT_COMMON *)&m_aData[m_aOffsets[i]];
			if(SnappingClient == -1 || distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, vec2(ev->m_X, ev->m_Y)) < 1500.0f)
			{
				void *d = GameServer()->Server()->SnapNewItem(m_aTypes[i], i, m_aSizes[i]);
				mem_copy(d, &m_aData[m_aOffsets[i]], m_aSizes[i]);
			}
		}
	}
}