void Player::Respawn() { if (IsDead() == false) { return; } m_position = m_respawnPosition; // Make sure we create a chunk in the respawn position UpdateGridPosition(); m_pChunkManager->CreateNewChunk(GetGridX(), GetGridY(), GetGridZ()); m_health = m_maxHealth; VoxGame::GetInstance()->GetHUD()->UpdatePlayerData(); // Also go through all the equipped items and equip them for (int i = 0; i < EquipSlot_NumSlots; i++) { InventoryItem* pItem = m_pInventoryManager->GetInventoryItemForEquipSlot((EquipSlot)i); if (pItem != NULL) { EquipItem(pItem, true); } } m_dead = false; }
void Window_DollListBase::DrawDollFocus(int _column, int _row, bool _outFocus) const{ if(_column < 0 || _row < 0) return; pSkin->DrawFocusRectForDollIcon( frameArea.x + contentArea.x + GetGridX(_column), frameArea.y + contentArea.y + GetGridY(_row), activeCount, _outFocus); }
std::vector<int> SceneImporter::GetGridDims(){ std::vector<int> m_grid_dims(3); m_grid_dims[0] = GetGridX(); m_grid_dims[1] = GetGridY(); m_grid_dims[2] = GetGridZ(); return m_grid_dims; }
void Window_DollListBase::DrawDollIcon(int _column, int _row, BYTE _drawPtn) const{ Game_CampDoll* pDoll = NULL; BYTE gaugeType = CAMPDOLL_GAUGE_TYPE_NONE; switch(_drawPtn){ case DOLLLIST_DRAWPTN_HPBAR: gaugeType = CAMPDOLL_GAUGE_TYPE_HP; break; case DOLLLIST_DRAWPTN_TPBAR: gaugeType = CAMPDOLL_GAUGE_TYPE_TP; break; case DOLLLIST_DRAWPTN_HP_AND_TPBAR: gaugeType = CAMPDOLL_GAUGE_TYPE_HP_AND_TP; break; } int index = GetDollIndex(_column, _row); pDoll = GetDollPtrNC(index); if(pDoll != NULL){ pDoll->DrawAsIcon( frameArea.x + contentArea.x + GetGridX(_column), frameArea.y + contentArea.y + GetGridY(_row), GetPresetColor(presetColorIndex, COLORSET_COLOR_NORMAL), gaugeType); } }