From 6bd8c94d790a301e042a44dcc8cb6968a28ae5dd Mon Sep 17 00:00:00 2001 From: Linda Andersson Date: Tue, 25 Feb 2014 16:26:37 +0100 Subject: [PATCH] Addded objectDelete protocol. Enable/ disable will be used for visibility on client --- .../GameClient/GameClientState/GameState.cpp | 40 ++--- Code/Game/GameProtocols/ObjectProtocols.h | 141 +++++++++++------- .../GameProtocols/ProtocolIdentificationID.h | 19 +-- .../Implementation/GameSession_Gameplay.cpp | 4 +- 4 files changed, 116 insertions(+), 88 deletions(-) diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index d9c6fa30..6e35202a 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -463,20 +463,21 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState { Protocol_ObjectDamage decoded(data); C_Object *object; - object = (this->privData->players)[decoded.object_ID]; + object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.object_ID]; + object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { - if( this->privData->myId == decoded.object_ID ) + if( this->privData->myId == decoded.objectID ) { + // show that you took dmg if(currGameUI == gameUI) { - // set my HP + // set given players HP ((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost)); } } @@ -484,7 +485,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState } return GameClientState::event_processed; case protocol_Gameplay_ObjectHealthStatus: - { + { + // don't know if needed } return GameClientState::event_processed; case protocol_Gameplay_ObjectPosition: @@ -492,16 +494,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState Protocol_ObjectPosition decoded(data); C_Object *object; - object = (this->privData->players)[decoded.object_ID]; + object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.object_ID]; + object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { - if( this->privData->myId == decoded.object_ID ) + if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetPosition( decoded.position ); } @@ -517,11 +519,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState { Protocol_ObjectScale decoded(data); C_Object *object; - object = (this->privData->players)[decoded.object_ID]; + object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.object_ID]; + object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) @@ -538,16 +540,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState Protocol_ObjectRotation decoded(data); Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); C_Object *object; - object = (this->privData->players)[decoded.object_ID]; + object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.object_ID]; + object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { - if( this->privData->myId == decoded.object_ID ) + if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetRotation( rotation ); } @@ -565,16 +567,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState Float3 position = decoded.position; Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); C_Object *object; - object = (this->privData->players)[decoded.object_ID]; + object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.object_ID]; + object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { - if( this->privData->myId == decoded.object_ID ) + if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetPosition( position ); this->privData->camera.SetRotation( rotation ); @@ -643,7 +645,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] ); modelData.scale = Float3( decoded.scale ); modelData.visible = true; - modelData.id = decoded.object_ID; + modelData.id = decoded.objectID; ::Utility::String::StringToWstring( decoded.name, modelData.modelPath ); } @@ -658,14 +660,14 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState object->InitRB( RBData ); // !RB DEBUG - (*this->privData->dynamicObjects)[decoded.object_ID] = object; + (*this->privData->dynamicObjects)[decoded.objectID] = object; } return GameClientState::event_processed; case protocol_Gameplay_ObjectCreatePlayer: { Protocol_ObjectCreatePlayer decoded(data); - this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner ); + this->InitiatePlayer( decoded.objectID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner ); } return GameClientState::event_processed; case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */ diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index f6170d66..5ce8bd9e 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -59,7 +59,7 @@ namespace GameLogic //#define protocol_Gameplay_ObjectDamage 351 struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject { - int object_ID; + int objectID; float healthLost; //Precentage% Protocol_ObjectDamage() @@ -70,12 +70,12 @@ namespace GameLogic this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - object_ID = -1; + objectID = -1; healthLost = 0.0f; } Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p) { - this->object_ID = p[1].value.netInt; + this->objectID = p[1].value.netInt; this->healthLost = p[2].value.netFloat; } Protocol_ObjectDamage(int id, float hp) @@ -86,12 +86,12 @@ namespace GameLogic this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; healthLost = hp; } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = object_ID; + this->protocol[1].value = objectID; this->protocol[2].value = healthLost; return protocol; } @@ -103,8 +103,8 @@ namespace GameLogic //#define protocol_Gameplay_ObjectHealthStatus 352 struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject { + int objectID; float currentHealth; - int id; Protocol_ObjectHealthStatus() { @@ -112,7 +112,7 @@ namespace GameLogic this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - this->id = 0; + this->objectID = -1; this->currentHealth = 0.0f; } Protocol_ObjectHealthStatus(int id, float health) @@ -121,16 +121,16 @@ namespace GameLogic this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - this->id = id; this->currentHealth = health; + this->objectID = id; this->currentHealth = health; } Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p) { - this->id = p[1].value.netInt; + this->objectID = p[1].value.netInt; this->currentHealth = p[2].value.netFloat; } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = this->id; + this->protocol[1].value = this->objectID; this->protocol[2].value = this->currentHealth; return protocol; @@ -143,7 +143,7 @@ namespace GameLogic //#define protocol_Gameplay_ObjectPosition 353 struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject { - short object_ID; + short objectID; float position[3]; Protocol_ObjectPosition() @@ -155,12 +155,12 @@ namespace GameLogic this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[4].type = Oyster::Network::NetAttributeType_Float; - object_ID = 0; + objectID = -1; memset(&position[0], 0, sizeof(float) * 3); } Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p) { - object_ID = p[1].value.netShort; + objectID = p[1].value.netShort; position[0] = p[2].value.netFloat; position[1] = p[3].value.netFloat; position[2] = p[4].value.netFloat; @@ -174,12 +174,12 @@ namespace GameLogic this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[4].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; memcpy(&position[0], &v[0], sizeof(float) * 3); } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = object_ID; + this->protocol[1].value = objectID; this->protocol[2].value = position[0]; this->protocol[3].value = position[1]; this->protocol[4].value = position[2]; @@ -193,7 +193,7 @@ namespace GameLogic //#define protocol_Gameplay_ObjectScale 354 struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject { - short object_ID; + short objectID; float scale[3]; Protocol_ObjectScale() @@ -205,12 +205,12 @@ namespace GameLogic this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[4].type = Oyster::Network::NetAttributeType_Float; - object_ID = 0; + objectID = -1; memset(&scale[0], 0, sizeof(float) * 3); } Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p) { - object_ID = p[1].value.netShort; + objectID = p[1].value.netShort; scale[0] = p[2].value.netFloat; scale[1] = p[3].value.netFloat; scale[2] = p[4].value.netFloat; @@ -224,12 +224,12 @@ namespace GameLogic this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[4].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; memcpy(&scale[0], &v[0], sizeof(float) * 3); } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = object_ID; + this->protocol[1].value = objectID; this->protocol[2].value = scale[0]; this->protocol[3].value = scale[1]; this->protocol[4].value = scale[2]; @@ -243,7 +243,7 @@ namespace GameLogic //#define protocol_Gameplay_ObjectRotation 355 struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject { - short object_ID; + short objectID; float rotationQ[4]; Protocol_ObjectRotation() @@ -256,12 +256,12 @@ namespace GameLogic this->protocol[4].type = Oyster::Network::NetAttributeType_Float; this->protocol[5].type = Oyster::Network::NetAttributeType_Float; - object_ID = 0; + objectID = -1; memset(&rotationQ[0], 0, sizeof(float) * 4); } Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p) { - object_ID = p[1].value.netShort; + objectID = p[1].value.netShort; rotationQ[0] = p[2].value.netFloat; rotationQ[1] = p[3].value.netFloat; rotationQ[2] = p[4].value.netFloat; @@ -277,12 +277,12 @@ namespace GameLogic this->protocol[4].type = Oyster::Network::NetAttributeType_Float; this->protocol[5].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; memcpy(&rotationQ[0], &v[0], sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = object_ID; + this->protocol[1].value = objectID; this->protocol[2].value = rotationQ[0]; this->protocol[3].value = rotationQ[1]; this->protocol[4].value = rotationQ[2]; @@ -297,7 +297,7 @@ namespace GameLogic //#define protocol_Gameplay_ObjectEnabled 356 struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject { - short object_ID; + short objectID; float position[3]; float rotationQ[4]; @@ -316,13 +316,13 @@ namespace GameLogic this->protocol[7].type = Oyster::Network::NetAttributeType_Float; this->protocol[8].type = Oyster::Network::NetAttributeType_Float; - this->object_ID = 0; + this->objectID = -1; memset(&this->position[0], 0, sizeof(float) * 3); memset(&this->rotationQ[0], 0, sizeof(float) * 4); } Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p) { - this->object_ID = p[1].value.netShort; + this->objectID = p[1].value.netShort; //POSITION this->position[0] = p[2].value.netFloat; this->position[1] = p[3].value.netFloat; @@ -348,13 +348,13 @@ namespace GameLogic this->protocol[7].type = Oyster::Network::NetAttributeType_Float; this->protocol[8].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; memcpy(&this->position[0], &p[0], sizeof(float) * 3); memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = this->object_ID; + this->protocol[1].value = this->objectID; this->protocol[2].value = this->position[0]; this->protocol[3].value = this->position[1]; this->protocol[4].value = this->position[2]; @@ -406,35 +406,28 @@ namespace GameLogic struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject { int objectID; - float seconds; Protocol_ObjectDisable() { this->protocol[0].value = protocol_Gameplay_ObjectDisabled; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; - this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - this->objectID = 0; - this->seconds = 0.0f; + this->objectID = -1; } - Protocol_ObjectDisable(int objctID, float seconds) + Protocol_ObjectDisable(int objctID) { this->protocol[0].value = protocol_Gameplay_ObjectDisabled; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; - this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->objectID = objctID; - this->seconds = seconds; } Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p) { this->objectID = p[1].value.netInt; - this->seconds = p[2].value.netFloat; } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = this->objectID; - this->protocol[2].value = this->seconds; return protocol; } @@ -446,7 +439,7 @@ namespace GameLogic struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject { //ObjectType type; //ie player, box or whatever - int object_ID; + int objectID; std::string name; float position[3]; float rotationQ[4]; @@ -473,13 +466,13 @@ namespace GameLogic this->protocol[11].type = Oyster::Network::NetAttributeType_Float; this->protocol[12].type = Oyster::Network::NetAttributeType_Float; - this->object_ID = 0; + this->objectID = -1; memset(this->position, 0, sizeof(float) * 3); memset(this->rotationQ, 0, sizeof(float) * 4); } Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p ) { - this->object_ID = p[1].value.netInt; + this->objectID = p[1].value.netInt; this->name.assign(p[2].value.netCharPtr); this->position[0] = p[3].value.netFloat; @@ -516,7 +509,7 @@ namespace GameLogic this->protocol[11].type = Oyster::Network::NetAttributeType_Float; this->protocol[12].type = Oyster::Network::NetAttributeType_Float; - object_ID = id; + objectID = id; this->name = path; memcpy(this->position, p, sizeof(float) * 3); @@ -526,7 +519,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = object_ID; + this->protocol[1].value = objectID; this->protocol.Set(2, name); this->protocol[3].value = this->position[0]; this->protocol[4].value = this->position[1]; @@ -546,10 +539,42 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectCreatePlayer 360 + //#define protocol_Gameplay_ObjectDelete 360 + struct Protocol_ObjectDelete :public Oyster::Network::CustomProtocolObject + { + int objectID; + + Protocol_ObjectDelete() + { + this->protocol[0].value = protocol_Gameplay_ObjectDelete; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Int; + this->objectID = -1; + } + Protocol_ObjectDelete(int objctID) + { + this->protocol[0].value = protocol_Gameplay_ObjectDelete; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Int; + this->objectID = objctID; + } + Protocol_ObjectDelete(Oyster::Network::CustomNetProtocol& p) + { + this->objectID = p[1].value.netInt; + } + Oyster::Network::CustomNetProtocol GetProtocol() override + { + this->protocol[1].value = this->objectID; + return protocol; + } + + private: + Oyster::Network::CustomNetProtocol protocol; + }; + //#define protocol_Gameplay_ObjectCreatePlayer 361 struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject { - /*1*/ int object_ID; + /*1*/ int objectID; /*2*/ int teamId; /*3*/ bool owner; /*4*/ std::string name; @@ -589,7 +614,7 @@ namespace GameLogic Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p) { this->owner = p[1].value.netBool; - this->object_ID = p[2].value.netInt; + this->objectID = p[2].value.netInt; this->teamId = p[3].value.netInt; this->name.assign(p[4].value.netCharPtr); @@ -637,7 +662,7 @@ namespace GameLogic this->protocol[14].type = Oyster::Network::NetAttributeType_Float; this->protocol[15].type = Oyster::Network::NetAttributeType_Float; - this->object_ID = ObjectID; + this->objectID = ObjectID; this->teamId = teamID; this->owner = owner; this->name = name; @@ -649,7 +674,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = this->owner; - this->protocol[2].value = this->object_ID; + this->protocol[2].value = this->objectID; this->protocol[3].value = this->teamId; this->protocol.Set(4, this->name); @@ -676,7 +701,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectJoinTeam 361 + //#define protocol_Gameplay_ObjectJoinTeam 362 struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject { int objectID; @@ -716,7 +741,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectLeaveTeam 362 + //#define protocol_Gameplay_ObjectLeaveTeam 363 struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject { int objectID; @@ -748,7 +773,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectWeaponCooldown 363 + //#define protocol_Gameplay_ObjectWeaponCooldown 364 struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject { float seconds; @@ -780,7 +805,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectWeaponEnergy 364 + //#define protocol_Gameplay_ObjectWeaponEnergy 365 struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject { float energy; @@ -812,7 +837,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectRespawn 365 + //#define protocol_Gameplay_ObjectRespawn 366 struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject { int objectID; @@ -864,7 +889,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectDie 366 + //#define protocol_Gameplay_ObjectDie 367 struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject { int objectID; @@ -904,7 +929,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; - //#define protocol_Gameplay_ObjectDisconnectPlayer 367 + //#define protocol_Gameplay_ObjectDisconnectPlayer 368 struct Protocol_ObjectDisconnectPlayer :public Oyster::Network::CustomProtocolObject { int objectID; @@ -937,7 +962,7 @@ namespace GameLogic Oyster::Network::CustomNetProtocol protocol; }; } -//#define protocol_Gameplay_ObjectAction 368 +//#define protocol_Gameplay_ObjectAction 369 struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject { short objectID; @@ -958,7 +983,7 @@ namespace GameLogic objectID = p[1].value.netShort; animationID = p[2].value.netInt; } - Protocol_ObjectAction( int id, float animID) + Protocol_ObjectAction( int id, int animID) { this->protocol[0].value = protocol_Gameplay_ObjectAction; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; diff --git a/Code/Game/GameProtocols/ProtocolIdentificationID.h b/Code/Game/GameProtocols/ProtocolIdentificationID.h index 4828e7ed..02b1084a 100644 --- a/Code/Game/GameProtocols/ProtocolIdentificationID.h +++ b/Code/Game/GameProtocols/ProtocolIdentificationID.h @@ -63,15 +63,16 @@ #define protocol_Gameplay_ObjectEnabled 357 #define protocol_Gameplay_ObjectDisabled 358 #define protocol_Gameplay_ObjectCreate 359 -#define protocol_Gameplay_ObjectCreatePlayer 360 -#define protocol_Gameplay_ObjectJoinTeam 361 -#define protocol_Gameplay_ObjectLeaveTeam 362 -#define protocol_Gameplay_ObjectWeaponCooldown 363 -#define protocol_Gameplay_ObjectWeaponEnergy 364 -#define protocol_Gameplay_ObjectRespawn 365 -#define protocol_Gameplay_ObjectDie 366 -#define protocol_Gameplay_ObjectDisconnectPlayer 367 -#define protocol_Gameplay_ObjectAction 368 +#define protocol_Gameplay_ObjectDelete 360 +#define protocol_Gameplay_ObjectCreatePlayer 361 +#define protocol_Gameplay_ObjectJoinTeam 362 +#define protocol_Gameplay_ObjectLeaveTeam 363 +#define protocol_Gameplay_ObjectWeaponCooldown 364 +#define protocol_Gameplay_ObjectWeaponEnergy 365 +#define protocol_Gameplay_ObjectRespawn 366 +#define protocol_Gameplay_ObjectDie 367 +#define protocol_Gameplay_ObjectDisconnectPlayer 368 +#define protocol_Gameplay_ObjectAction 369 #define protocol_GameplayMAX 399 diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index b9a17a5e..93d6fa56 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -148,11 +148,11 @@ using namespace DanBias; } void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject ) { - //GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol()); + GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol()); } void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject ) { - //GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol()); + GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol()); } void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp ) {