Missile* UnitFactory::createMissile( const char *filename, int faction, const string &modifications, const float damage, float phasedamage, float time, float radialeffect, float radmult, float detonation_radius, ObjSerial netcreate ) { _Universe->netLock( true ); Missile *un = new Missile( filename, faction, modifications, damage, phasedamage, time, radialeffect, radmult, detonation_radius ); _Universe->netLock( false ); if (netcreate) un->SetSerial( netcreate ); /* * if (!_Universe->netLocked()) { * NetBuffer netbuf; * addMissileBuffer( netbuf, un ); * endBuffer( netbuf ); * VSServer->broadcast( netbuf, 0, _Universe->activeStarSystem()->GetZone(), CMD_ENTERCLIENT, true); * } * VSServer->invalidateSnapshot(); */ return un; }
Missile* UnitFactory::createMissile( const char *filename, int faction, const string &modifications, const float damage, float phasedamage, float time, float radialeffect, float radmult, float detonation_radius, ObjSerial netcreate ) { Missile *un = new GameMissile( filename, faction, modifications, damage, phasedamage, time, radialeffect, radmult, detonation_radius ); if (netcreate) { KillDuplicateUnits( netcreate ); un->SetSerial( netcreate ); } return un; }
Missile* UnitFactory::createMissile( const char * filename, int faction, const string &modifications, const float damage, float phasedamage, float time, float radialeffect, float radmult, float detonation_radius, ObjSerial netcreate ) { // double startime= queryTime(); Missile * un =new GameMissile( filename, faction, modifications, damage, phasedamage, time, radialeffect, radmult, detonation_radius ); if( netcreate) { KillDuplicateUnits( netcreate); un->SetSerial( netcreate); } return un; // double endtime= queryTime(); // printf ("mcr %f ",endtime-startime); }