CometConquestGame::CometConquestGame(GameOptions const &options) : CometConquestBaseGame(options) , m_Lifetime(0) , m_StartPosition(6.0f, 1.5f, 3.0f) , m_HumanPlayersAttached(0) { m_pPhysics.reset(CreateGamePhysics()); m_data.m_lastCometTime = timeGetTime(); m_cometConquestEventListener = shared_ptr<CometConquestEventListener> (GCC_NEW CometConquestEventListener ( this ) ); safeAddListener( m_cometConquestEventListener, EvtData_Remote_Client::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_PhysCollision::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_New_Actor::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_Destroy_Actor::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_Move_Actor::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_Request_New_Actor::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_Request_Start_Game::sk_EventType ); safeAddListener( m_cometConquestEventListener, EvtData_Network_Player_Actor_Assignment::sk_EventType ); extern void ListenForCometConquestGameCommands(EventListenerPtr listener); ListenForCometConquestGameCommands(m_cometConquestEventListener); }
// // TeapotWarsLogic::TeapotWarsLogic // TeapotWarsLogic::TeapotWarsLogic() { m_pPhysics.reset(CreateGamePhysics()); RegisterAllDelegates(); }