void destroyBullet(BULLET* bullet) { bullet->button = 0; drawBlock(bullet->x, bullet->y, BLACK, 0); cleanBullet(bullet); bullet->host->bullet_count++; bullet->host = NULL; return; }
int Server::killBullet() { cleanBullet(); //delete ghostPairCallback; delete dynamicsWorld; delete solver; delete dispatcher; delete collisionConfiguration; delete broadphase; collisionShapes.clear(); return 0; }
int Server::clearObjects() { while (gameObjects->size() > 0) { delete gameObjects->backValue(); gameObjects->popBack(); } for (int i = 0; i < playerObjects->size(); i++) playerObjects->at(i) = NULL; cleanBullet(); GameObject::resetNextNetID(); return 0; }