| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
|---|---|
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | |
| 4 | #include "entity.h" |
| 5 | |
| 6 | #include <game/collision.h> |
| 7 | |
| 8 | ////////////////////////////////////////////////// |
| 9 | // Entity |
| 10 | ////////////////////////////////////////////////// |
| 11 | CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius) |
| 12 | { |
| 13 | m_pGameWorld = pGameWorld; |
| 14 | |
| 15 | m_ObjType = ObjType; |
| 16 | m_Pos = Pos; |
| 17 | m_ProximityRadius = ProximityRadius; |
| 18 | |
| 19 | m_MarkedForDestroy = false; |
| 20 | m_Id = -1; |
| 21 | |
| 22 | m_pPrevTypeEntity = nullptr; |
| 23 | m_pNextTypeEntity = nullptr; |
| 24 | m_SnapTicks = -1; |
| 25 | |
| 26 | // DDRace |
| 27 | m_pParent = nullptr; |
| 28 | m_pChild = nullptr; |
| 29 | m_DestroyTick = -1; |
| 30 | m_LastRenderTick = -1; |
| 31 | } |
| 32 | |
| 33 | CEntity::~CEntity() |
| 34 | { |
| 35 | if(GameWorld()) |
| 36 | GameWorld()->RemoveEntity(pEntity: this); |
| 37 | } |
| 38 | |
| 39 | bool CEntity::GameLayerClipped(vec2 CheckPos) |
| 40 | { |
| 41 | return round_to_int(f: CheckPos.x) / 32 < -200 || round_to_int(f: CheckPos.x) / 32 > Collision()->GetWidth() + 200 || |
| 42 | round_to_int(f: CheckPos.y) / 32 < -200 || round_to_int(f: CheckPos.y) / 32 > Collision()->GetHeight() + 200; |
| 43 | } |
| 44 |