TileResolver::TileResolver( void* pPhysicMap ) { m_pPhysicMap = pPhysicMap; m_nLoaded = 0; m_nStrategyId = 0; m_pTileLoader = new TileLoader((void*)this); cthread(); }
TileResolver::TileResolver() { m_pPhysicMap = NULL; m_nLoaded = 0; m_nStrategyId = 0; m_pTileLoader = new TileLoader((void*)this); m_MapType = TileResolver::Map_Hyber; cthread(); }