GL - gameState merge
This commit is contained in:
parent
74ac5e2d31
commit
5b984db9ba
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@ -44,7 +44,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameP
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Physics lab", "Physics lab\Physics lab.vcxproj", "{5128BD77-6472-4C4A-BE6F-724AD0E589C2}"
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EndProject
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -272,18 +272,18 @@ Global
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.ActiveCfg = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.ActiveCfg = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.Build.0 = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.Build.0 = Release|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.ActiveCfg = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.Build.0 = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.Build.0 = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.ActiveCfg = Debug|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.ActiveCfg = Debug|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.Build.0 = Debug|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.Build.0 = Debug|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.Build.0 = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.ActiveCfg = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.Build.0 = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.ActiveCfg = Release|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@ -299,6 +299,5 @@ Global
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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EndGlobalSection
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EndGlobalSection
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EndGlobal
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EndGlobal
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@ -4,7 +4,7 @@
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <Protocols.h>
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include "Camera.h"
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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@ -17,6 +17,7 @@ struct GameState::myData
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int modelCount;
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int modelCount;
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Oyster::Network::NetworkClient* nwClient;
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Oyster::Network::NetworkClient* nwClient;
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gameStateState state;
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gameStateState state;
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}privData;
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}privData;
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@ -37,35 +38,22 @@ GameState::~GameState(void)
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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{
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// load models
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// load models
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camera = new Camera;
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privData = new myData();
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privData = new myData();
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privData->state = gameStateState_loading;
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privData->state = gameStateState_loading;
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privData->nwClient = nwClient;
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privData->nwClient = nwClient;
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privData->state = LoadGame();
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privData->state = LoadGame();
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return true;
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return true;
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}
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}
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GameState::gameStateState GameState::LoadGame()
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GameState::gameStateState GameState::LoadGame()
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{
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,15,5);
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plight.Pos = Oyster::Math::Float3(0,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 50;
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plight.Radius = 5;
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plight.Bright = 2;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,15,5);
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plight.Color = Oyster::Math::Float3(1,0,0);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,-15,5);
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plight.Color = Oyster::Math::Float3(0,0,1);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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Oyster::Graphics::API::AddLight(plight);
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LoadModels(L"map");
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LoadModels(L"map");
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InitCamera(Oyster::Math::Float3(0,0,20.0f));
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return gameStateState_playing;
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return gameStateState_playing;
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}
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}
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bool GameState::LoadModels(std::wstring mapFile)
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bool GameState::LoadModels(std::wstring mapFile)
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@ -101,15 +89,6 @@ bool GameState::LoadModels(std::wstring mapFile)
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modelData.world = modelData.world * translate;
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id ++;
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modelData.id ++;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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scale.v[0].x = 8;
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scale.v[1].y = 8;
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scale.v[2].z = 8;
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modelData.world = scale; //modelData.world * translate
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modelData.modelPath = L"ball.dan";
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modelData.id ++;
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obj = new C_DynamicObj();
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obj = new C_DynamicObj();
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privData->object.push_back(obj);
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privData->object.push_back(obj);
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@ -120,19 +99,10 @@ bool GameState::LoadModels(std::wstring mapFile)
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}
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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{
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{
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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privData->view = camera->View();
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privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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return true;
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@ -157,9 +127,84 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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// read server data
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// read server data
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// update objects
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// update objects
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{
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{
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readKeyInput(KeyInput);
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bool send = false;
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camera->UpdateViewMatrix();
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bStrafeLeft = false;
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movePlayer.bStrafeRight = false;
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movePlayer.bTurnLeft = false;
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movePlayer.bTurnRight = false;
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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if(!key_forward)
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{
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movePlayer.bForward = true;
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send = true;
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key_forward = true;
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}
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}
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else
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key_forward = false;
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if(KeyInput->IsKeyPressed(DIK_S))
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{
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if(!key_backward)
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{
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movePlayer.bBackward = true;
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send = true;
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key_backward = true;
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}
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}
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else
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key_backward = false;
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if(KeyInput->IsKeyPressed(DIK_A))
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{
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if(!key_strafeLeft)
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{
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movePlayer.bStrafeLeft = true;
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send = true;
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key_strafeLeft = true;
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}
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}
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else
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key_strafeLeft = false;
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if(KeyInput->IsKeyPressed(DIK_D))
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{
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if(!key_strafeRight)
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{
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movePlayer.bStrafeRight = true;
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send = true;
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key_strafeRight = true;
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}
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}
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else
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key_strafeRight = false;
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if (privData->nwClient->IsConnected() && send)
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{
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privData->nwClient->Send(movePlayer);
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}
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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{
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GameLogic::Protocol_PlayerMouse deltaMouseMove;
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deltaMouseMove.dxMouse = KeyInput->GetYaw();
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deltaMouseMove.dyMouse = KeyInput->GetPitch();
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//privData->nwClient->Send(deltaMouseMove);
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}
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// send event data
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//
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if(KeyInput->IsKeyPressed(DIK_L))
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privData->state = GameState::gameStateState_end;
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}
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}
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break;
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break;
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case gameStateState_end:
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case gameStateState_end:
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@ -174,12 +219,10 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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}
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}
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bool GameState::Render()
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bool GameState::Render()
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{
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{
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Oyster::Graphics::API::SetView(camera->View());
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Oyster::Graphics::API::SetView(privData->view);
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//Oyster::Graphics::API::SetProjection(camera->Proj());
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//Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::NewFrame();
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Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < privData->object.size(); i++)
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for (int i = 0; i < privData->object.size(); i++)
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{
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{
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privData->object[i]->Render();
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privData->object[i]->Render();
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}
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}
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@ -188,7 +231,7 @@ bool GameState::Render()
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}
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}
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bool GameState::Release()
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bool GameState::Release()
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{
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{
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for (unsigned int i = 0; i < privData->object.size(); i++)
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for (int i = 0; i < privData->object.size(); i++)
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{
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{
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privData->object[i]->Release();
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privData->object[i]->Release();
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delete privData->object[i];
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delete privData->object[i];
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@ -199,93 +242,6 @@ bool GameState::Release()
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privData = NULL;
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privData = NULL;
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return true;
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return true;
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}
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}
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void GameState::readKeyInput(InputClass* KeyInput)
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{
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bool send = false;
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bLeft = false;
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movePlayer.bRight = false;
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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if(!key_forward)
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{
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movePlayer.bForward = true;
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send = true;
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key_forward = true;
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}
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}
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else
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key_forward = false;
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if(KeyInput->IsKeyPressed(DIK_S))
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{
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if(!key_backward)
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{
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movePlayer.bBackward = true;
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send = true;
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key_backward = true;
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}
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}
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||||||
else
|
|
||||||
key_backward = false;
|
|
||||||
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_A))
|
|
||||||
{
|
|
||||||
if(!key_strafeLeft)
|
|
||||||
{
|
|
||||||
movePlayer.bLeft = true;
|
|
||||||
send = true;
|
|
||||||
key_strafeLeft = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
key_strafeLeft = false;
|
|
||||||
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_D))
|
|
||||||
{
|
|
||||||
if(!key_strafeRight)
|
|
||||||
{
|
|
||||||
movePlayer.bRight = true;
|
|
||||||
send = true;
|
|
||||||
key_strafeRight = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
key_strafeRight = false;
|
|
||||||
|
|
||||||
|
|
||||||
if (privData->nwClient->IsConnected() && send)
|
|
||||||
{
|
|
||||||
privData->nwClient->Send(movePlayer);
|
|
||||||
}
|
|
||||||
|
|
||||||
//send delta mouse movement
|
|
||||||
if (KeyInput->IsMousePressed())
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
camera->Yaw(KeyInput->GetYaw());
|
|
||||||
camera->Pitch(KeyInput->GetPitch());
|
|
||||||
camera->UpdateViewMatrix();
|
|
||||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
|
||||||
Oyster::Math::Float3 look = camera->GetLook();
|
|
||||||
playerLookDir.lookDirX = look.x;
|
|
||||||
playerLookDir.lookDirY = look.y;
|
|
||||||
playerLookDir.lookDirZ = look.z;
|
|
||||||
privData->nwClient->Send(playerLookDir);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// send event data
|
|
||||||
//
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_L))
|
|
||||||
privData->state = GameState::gameStateState_end;
|
|
||||||
}
|
|
||||||
|
|
||||||
void GameState::Protocol(ProtocolStruct* pos)
|
void GameState::Protocol(ProtocolStruct* pos)
|
||||||
{
|
{
|
||||||
|
@ -311,16 +267,14 @@ void GameState::Protocol( ObjPos* pos )
|
||||||
world[i] = pos->worldPos[i];
|
world[i] = pos->worldPos[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < privData->object.size(); i++)
|
for (int i = 0; i < privData->object.size(); i++)
|
||||||
{
|
{
|
||||||
if(privData->object[i]->GetId() == pos->object_ID)
|
if(privData->object[i]->GetId() == pos->object_ID)
|
||||||
{
|
{
|
||||||
privData->object[i]->setPos(world);
|
privData->object[i]->setPos(world);
|
||||||
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
|
|
||||||
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
|
//privData->view = world;
|
||||||
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
|
//privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||||
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
|
|
||||||
camera->UpdateViewMatrix();
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -352,7 +306,7 @@ void GameState::Protocol( NewObj* newObj )
|
||||||
|
|
||||||
void DanBias::Client::GameState::Protocol( RemoveObj* obj )
|
void DanBias::Client::GameState::Protocol( RemoveObj* obj )
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < privData->object.size(); i++)
|
for (int i = 0; i < privData->object.size(); i++)
|
||||||
{
|
{
|
||||||
if(privData->object[i]->GetId() == obj->object_ID)
|
if(privData->object[i]->GetId() == obj->object_ID)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue