diff --git a/Code/Dokumentation/Danbias Structure.uxf b/Code/Dokumentation/Danbias Structure.uxf
index c24380c9..d52aa795 100644
--- a/Code/Dokumentation/Danbias Structure.uxf
+++ b/Code/Dokumentation/Danbias Structure.uxf
@@ -1,212 +1,197 @@
- 11
+ 7
com.umlet.element.Class
- 847
- 363
- 132
- 33
+ 728
+ 413
+ 91
+ 21
- Graphics
+ Graphics <<module>>
+bg=orange
com.umlet.element.Class
- 561
- 363
- 132
- 33
+ 546
+ 413
+ 84
+ 21
- Sound
+ Sound<<?>>
com.umlet.element.Class
- 671
- 209
- 132
- 33
+ 616
+ 322
+ 84
+ 21
- Physics
+ Physics <<module>>
+bg=orange
com.umlet.element.Class
- 858
- 132
- 121
- 33
+ 735
+ 238
+ 77
+ 21
- Game client
+ Game client <<dll>>
+bg=red
com.umlet.element.Class
- 484
- 209
- 154
- 33
+ 616
+ 287
+ 98
+ 21
- Gamelogic
+ Gamelogic <<dll>>
+bg=red
com.umlet.element.Class
- 506
- 132
- 121
- 33
+ 504
+ 238
+ 84
+ 21
- Game server
+ Game server <<dll>>
+bg=red
com.umlet.element.Class
- 671
- 132
- 132
- 33
+ 616
+ 238
+ 84
+ 21
- Network
+ Network <<module>>
+bg=orange
com.umlet.element.Class
- 704
- 363
- 132
- 33
+ 637
+ 413
+ 84
+ 21
- Input
+ Input<<lib>>
+bg=blue
com.umlet.element.Class
- 495
- 55
- 176
- 44
+ 714
+ 182
+ 98
+ 28
- DanBiasClientLauncher
+ GameLauncher <<exe>>
bg=green
com.umlet.element.Relation
- 880
- 132
- 54
- 252
+ 749
+ 238
+ 34
+ 188
lt=<-
- 33;231;33;209;33;33
+ 21;175;21;161;21;21
com.umlet.element.Relation
- 583
- 132
- 351
- 252
+ 560
+ 238
+ 223
+ 188
lt=<-
- 33;231;33;209;330;209;330;33
+ 21;175;21;161;210;161;210;21
com.umlet.element.Relation
- 528
- 132
- 54
- 98
+ 525
+ 238
+ 146
+ 62
lt=<-
- 33;77;33;33
+ 133;49;133;35;21;35;21;21
com.umlet.element.Relation
- 594
- 110
- 98
- 54
+ 567
+ 224
+ 62
+ 34
lt=<-
- 77;33;33;33
+ 49;21;21;21
com.umlet.element.Relation
- 605
- 187
- 87
- 54
+ 637
+ 287
+ 34
+ 48
lt=<-
- 66;33;33;33
+ 21;35;21;21
com.umlet.element.Relation
- 737
- 132
- 197
- 252
+ 658
+ 238
+ 125
+ 188
lt=<-
- 33;231;33;209;176;209;176;33
+ 21;175;21;161;112;161;112;21
com.umlet.element.Relation
- 770
- 110
- 109
- 54
+ 679
+ 224
+ 69
+ 34
lt=<-
- 33;33;88;33
-
-
- com.umlet.element.Relation
-
- 880
- 66
- 54
- 87
-
- lt=>-
- 33;33;33;66
-
-
- com.umlet.element.Relation
-
- 528
- 66
- 54
- 87
-
- lt=>-
- 33;33;33;66
+ 21;21;56;21
com.umlet.element.Package
- 440
- 22
- 550
- 396
+ 455
+ 161
+ 371
+ 287
GameEngine
@@ -214,21 +199,21 @@ bg=green
com.umlet.element.Relation
- 880
- 363
- 54
- 164
+ 749
+ 413
+ 34
+ 104
lt=<<.
- 33;33;33;143
+ 21;21;21;91
com.umlet.element.Package
- 891
- 506
- 319
- 220
+ 756
+ 504
+ 203
+ 140
Graphics
@@ -236,10 +221,10 @@ bg=green
com.umlet.element.Class
- 902
- 539
- 297
- 176
+ 763
+ 525
+ 189
+ 112
<<interface>>
OysterGfx
@@ -256,10 +241,10 @@ Release(resource :Model*) :void
com.umlet.element.Package
- 561
- 506
- 308
- 242
+ 546
+ 504
+ 196
+ 154
Input
@@ -267,21 +252,21 @@ Release(resource :Model*) :void
com.umlet.element.Relation
- 649
- 363
- 142
- 175
+ 602
+ 413
+ 90
+ 111
lt=<<.
- 121;33;121;154;33;154
+ 77;21;77;98;21;98
com.umlet.element.Class
- 572
- 539
- 286
- 198
+ 553
+ 525
+ 182
+ 126
<<interface>>
RawInput
@@ -299,32 +284,33 @@ Enable(Enable :bool) :void
com.umlet.element.Class
- 451
- 363
- 99
- 33
+ 462
+ 413
+ 77
+ 21
- Window API
+ Window API<<lib>>
+bg=blue
com.umlet.element.Relation
- 462
- 132
- 472
- 252
+ 483
+ 238
+ 300
+ 188
lt=<-
- 33;231;33;209;451;209;451;33
+ 21;175;21;161;287;161;287;21
com.umlet.element.Package
- 176
- 506
- 374
- 242
+ 301
+ 504
+ 238
+ 154
Sound
@@ -332,10 +318,10 @@ Enable(Enable :bool) :void
com.umlet.element.Class
- 187
- 539
- 352
- 121
+ 308
+ 525
+ 224
+ 77
<<interface>>
SoundWrapper
@@ -349,10 +335,10 @@ Release(Resource :ResourceHandle*) :void
com.umlet.element.Class
- 187
- 693
- 352
- 44
+ 308
+ 623
+ 224
+ 28
<<API>>
--
@@ -362,79 +348,152 @@ FMOD
com.umlet.element.Relation
- 330
- 627
- 54
- 87
+ 399
+ 581
+ 34
+ 55
lt=<<.
- 33;66;33;33
+ 21;42;21;21
com.umlet.element.Relation
- 286
- 363
- 362
- 175
+ 371
+ 413
+ 230
+ 111
lt=<<.
- 341;33;341;88;253;88;253;154;33;154
+ 217;21;217;56;161;56;161;98;21;98
com.umlet.element.Class
- 781
- 55
- 198
- 44
+ 476
+ 329
+ 84
+ 28
- DanBiasServerLauncher
+ Math <<lib>>
+--
+/Is used globaly/
+bg=blue
+
+
+
+ com.umlet.element.Relation
+
+ 539
+ 238
+ 237
+ 125
+
+ lt=<-
+ 21;112;224;112;224;21
+
+
+ com.umlet.element.Class
+
+ 476
+ 294
+ 77
+ 28
+
+ Misc <<lib>>
+--
+/Is used globaly/
+bg=blue
+
+
+
+ com.umlet.element.Relation
+
+ 539
+ 273
+ 90
+ 76
+
+ lt=<-
+ 21;63;56;63;56;21;77;21
+
+
+ UMLClass
+
+ 105
+ 168
+ 245
+ 140
+
+ /*HISTORY*/
+--
+10/2-2014
+Renamed DanBiasClientLauncher -> GameLauncher
+Removed DanBiasServerLauncher - connected to GameClient
+Added missing cconnections
+Specified what type of box and added a colour
+--
+elementstyle=wordwrap
+bg=gray
+
+
+
+
+ com.umlet.element.Relation
+
+ 749
+ 189
+ 34
+ 62
+
+ lt=<-
+ 21;49;21;21
+
+
+ com.umlet.element.Class
+
+ 504
+ 189
+ 91
+ 28
+
+ ServerUI <<exe>>
+--
+/template for future/
bg=green
- com.umlet.element.Class
+ com.umlet.element.Relation
- 671
- 253
- 132
- 33
+ 525
+ 196
+ 34
+ 55
- Math
-
+ lt=<-
+ 21;42;21;21
com.umlet.element.Relation
- 770
- 132
- 153
- 164
+ 539
+ 308
+ 90
+ 48
lt=<-
- 33;143;132;143;132;33
-
-
- com.umlet.element.Class
-
- 682
- 297
- 99
- 33
-
- Misc
-
+ 21;35;63;35;63;21;77;21
com.umlet.element.Relation
- 605
- 198
- 87
- 98
+ 532
+ 273
+ 97
+ 41
lt=<-
- 66;77;44;77;44;33;33;33
+ 21;28;56;28;56;21;84;21
diff --git a/Code/Dokumentation/GameServer.uxf b/Code/Dokumentation/GameServer.uxf
index 735a2592..890e2cbb 100644
--- a/Code/Dokumentation/GameServer.uxf
+++ b/Code/Dokumentation/GameServer.uxf
@@ -1,13 +1,13 @@
-
- 10
+
+ 8
UMLClass
- 610
- 340
- 100
- 30
+ 632
+ 344
+ 104
+ 24
GameLobby
@@ -16,137 +16,100 @@
UMLClass
- 580
- 480
- 160
- 80
+ 624
+ 416
+ 128
+ 48
GameSession
--
/One instance of a game/
-/including x number of/
-/players./
+/including n players./
com.umlet.element.Relation
- 620
- 340
- 60
- 160
+ 664
+ 344
+ 40
+ 88
lt=->>>>
- 30;140;40;30
+ 24;72;24;24
com.umlet.element.Relation
- 710
- 480
- 100
- 50
+ 664
+ 440
+ 40
+ 104
lt=>>>>-
- 80;30;30;30
+ 24;88;24;24
UMLClass
- 600
- 180
- 120
- 120
+ 40
+ 120
+ 368
+ 344
- GameServer
+ GameServerAPI <<singleton>>
+--
+{innerclass
++ServerInitDesc<<struct>>
+--
+serverName :char pointer
+listenPort :int
+bool broadcast :bool
+ServerInitDesc() :void
+innerclass}
+{innerclass
++GameServerInfo<<struct>>
+--
+listenPort :unsigned int
+serverIp :const char pointer
+innerclass}
+
++static DanBiasServerReturn ServerInitiate(const ServerInitDesc& desc);
++static ServerStart() :void
++static ServerStop() :void
++static ServerUpdate() :void
++static ServerGetInfo() :GameServerInfo
++static ServerIsRunning() :bool
++static GameSetMapId( val :const int& ) :void
++static GameSetMaxClients( val :const int& ) :void
++static GameSetGameMode(val :const int&) :void
++static GameSetGameTime(val :const int&) :void
++static GameGetMapId() :int
++static GameGetMaxClients() :int
++static GameGetGameMode() :int
++static GameGetGameTime() :int
++static GameGetGameName() :const char pointer
++static GameStart() :bool
com.umlet.element.Relation
- 630
- 270
- 50
- 90
-
- lt=>>>>-
- 30;70;30;30
-
-
- UMLClass
-
- 590
- 100
- 130
+ 384
+ 328
+ 264
40
- <<wrapper>>
-DanBiasServerAPI
-
-
-
- com.umlet.element.Relation
-
- 630
- 110
- 50
- 90
-
- lt=>>>>-
-
- 30;70;30;30
-
-
- UMLClass
-
- 1060
- 330
- 120
- 50
-
- NetworkSession
-
-
-
- com.umlet.element.Relation
-
- 690
- 220
- 390
- 50
-
- lt=-<<<<
- 30;30;370;30
-
-
- com.umlet.element.Relation
-
- 680
- 320
- 400
- 50
-
- lt=->>>>>
- 30;30;380;30
-
-
- com.umlet.element.Relation
-
- 690
- 340
- 390
- 160
-
- lt=->>>>>
- 30;140;40;40;370;30
+ lt=>>>>-
+ 248;24;24;24
com.umlet.element.Package
- 460
- 640
- 120
- 50
+ 440
+ 424
+ 96
+ 40
GameLogicAPI
bg=blue
@@ -155,21 +118,21 @@ bg=blue
com.umlet.element.Relation
- 370
- 530
- 350
- 290
+ 512
+ 424
+ 128
+ 40
lt=<<.
- 90;150;30;270;330;240;240;30
+ 24;24;112;24
UMLClass
- 790
- 500
- 100
- 30
+ 624
+ 528
+ 144
+ 24
GameClient
@@ -177,21 +140,21 @@ bg=blue
com.umlet.element.Relation
- 670
- 530
- 150
- 180
+ 520
+ 416
+ 120
+ 104
lt=<<.
- 130;160;30;30
+ 24;88;64;88;64;24;104;24
com.umlet.element.Package
- 800
- 670
- 120
- 40
+ 448
+ 480
+ 96
+ 48
GameProtocols
bg=#aaaaa
@@ -200,10 +163,10 @@ bg=#aaaaa
com.umlet.element.Package
- 1040
- 200
- 160
- 190
+ 720
+ 160
+ 152
+ 24
NetworkAPI
bg=#a21aff
@@ -212,56 +175,84 @@ bg=#a21aff
UMLClass
- 1060
- 280
- 120
- 40
+ 40
+ 24
+ 320
+ 64
- NetworkClient
-
-
-
- UMLClass
-
- 1060
- 230
- 120
- 40
-
- NetworkServer
+ /*HISTORY*/
+--
+10/2-2014
+Restructured old
+--
+elementstyle=wordwrap
+bg=gray
com.umlet.element.Relation
- 690
- 240
- 390
- 80
+ 720
+ 160
+ 40
+ 272
- lt=->
- 30;30;200;30;200;60;370;60
+ lt=<<.
+ 24;24;24;256
com.umlet.element.Relation
- 690
- 260
- 390
- 100
+ 704
+ 160
+ 40
+ 200
- lt=-<<<<
- 30;30;180;30;180;80;370;80
+ lt=<<.
+ 24;24;24;184
com.umlet.element.Relation
- 860
- 270
- 380
- 260
+ 384
+ 152
+ 352
+ 40
- lt=>>>-
- 320;30;360;30;360;230;30;240
+ lt=<<.
+ 336;24;24;24
+
+
+ com.umlet.element.Relation
+
+ 736
+ 160
+ 40
+ 384
+
+ lt=<<.
+ 24;24;24;368
+
+
+ com.umlet.element.Relation
+
+ 520
+ 480
+ 136
+ 64
+
+ lt=<<.
+ 24;24;120;24;120;48
+
+
+ com.umlet.element.Relation
+
+ 512
+ 432
+ 160
+ 112
+
+ lt=<<.
+ 24;24;72;24;72;72;144;72;144;96
diff --git a/Code/Dokumentation/Resource.uxf b/Code/Dokumentation/Resource.uxf
index c62ae895..1258c9af 100644
--- a/Code/Dokumentation/Resource.uxf
+++ b/Code/Dokumentation/Resource.uxf
@@ -1,13 +1,13 @@
-
- 16
+
+ 6
com.umlet.element.Class
- 560
- 80
- 176
- 80
+ 198
+ 300
+ 66
+ 30
<<interface>>
OysterResource
@@ -16,23 +16,23 @@ OysterResource
com.umlet.element.Relation
- 528
- 112
- 206
- 160
+ 186
+ 312
+ 76
+ 60
lt=>>
implements
- 112;128;112;48
+ 42;48;42;18
com.umlet.element.Actor
- 352
- 240
- 128
- 192
+ 120
+ 360
+ 48
+ 72
Dev
@@ -40,22 +40,22 @@ implements
com.umlet.element.Relation
- 320
- 32
- 272
- 240
+ 108
+ 282
+ 102
+ 90
lt=<.
interacts>
- 240;80;96;80;96;208
+ 90;30;36;30;36;78
com.umlet.element.Class
- 576
- 576
- 160
- 32
+ 204
+ 486
+ 60
+ 12
CustomLoader
@@ -63,10 +63,10 @@ interacts>
com.umlet.element.Class
- 576
- 528
- 160
- 32
+ 204
+ 468
+ 60
+ 12
ByteLoader
@@ -75,33 +75,33 @@ ByteLoader
com.umlet.element.Relation
- 464
- 384
- 144
- 192
+ 162
+ 414
+ 54
+ 72
lt=<<-
- 80;48;48;48;48;160;112;160
+ 30;18;18;18;18;60;42;60
com.umlet.element.Relation
- 368
- 384
- 266
- 240
+ 126
+ 414
+ 98
+ 90
lt=<<-
implements partly
- 176;48;144;48;144;208;208;208
+ 66;18;54;18;54;78;78;78
UMLClass
- 544
- 240
- 208
- 128
+ 192
+ 360
+ 78
+ 48
--
<<interface>>
@@ -115,10 +115,10 @@ halign=center
UMLClass
- 544
- 400
- 208
- 80
+ 192
+ 420
+ 78
+ 30
OResource
@@ -130,13 +130,171 @@ halign=center
com.umlet.element.Relation
- 688
- 256
- 196
- 224
+ 252
+ 366
+ 66
+ 84
lt=>>>>
manages>
- 64;192;112;192;112;48;64;48
+ 18;72;36;72;36;18;18;18
+
+
+ UMLClass
+
+ 108
+ 282
+ 240
+ 234
+
+ old
+bg=gray
+
+
+
+ UMLClass
+
+ 402
+ 342
+ 576
+ 204
+
+ ResourceManager
+--
++ ResourceManager() :void
++ ~ResourceManager() :void
++ HBYTEARRAY LoadBytes(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false)
++ HRESOURCE LoadResource(const wchar_t filename[], LoadFunction loadFnc = 0, UnloadFunction unloadFnc = 0, int customId = -1, bool force = false)
++ HRESOURCE ReloadResource(const wchar_t filename[])
++ HRESOURCE ReloadResource(HRESOURCE& resource)
++ void Clean()
++ void ReleaseResource(const HRESOURCE& resource)
++ void ReleaseResource(const wchar_t filename[])
++ void SetResourceId(const HRESOURCE& resource, unsigned int id)
++ void SetResourceId(const wchar_t filename[], unsigned int id)
++ ResourceType GetResourceType(const HRESOURCE& resource)
++ ResourceType GetResourceType (const wchar_t filename[])
++ const wchar_t* GetResourceFilename(const HRESOURCE& resource);
++ HRESOURCE GetResourceHandle(const wchar_t filename[])
++ int GetResourceId(const HRESOURCE& resource);
++ int GetResourceId(const wchar_t filename[]);
+--
+- ResourceManager(const ResourceManager& obj);
+- const ResourceManager& operator=(const ResourceManager&);
+- std::map<std::wstring, ResourceData*> resources;
+
+
+
+ UMLClass
+
+ 390
+ 198
+ 600
+ 360
+
+ Oyster <<namespace>>
+--
+
+
+
+
+ UMLClass
+
+ 396
+ 222
+ 588
+ 330
+
+ Resource <<namespace>>
+--
+
+
+
+
+ UMLClass
+
+ 534
+ 282
+ 126
+ 18
+
+ HRESOURCE: void* <<typedef>>
+
+
+
+ UMLClass
+
+ 534
+ 300
+ 126
+ 18
+
+ HBYTE: char <<typedef>>
+
+
+
+ UMLClass
+
+ 534
+ 318
+ 126
+ 18
+
+ HBYTEARRAY: char* <<typedef>>
+
+
+
+ UMLClass
+
+ 534
+ 246
+ 264
+ 18
+
+ UnloadFunction :void(*UnloadFunction)(void* loadedData) <<typedef>>
+
+
+
+ UMLClass
+
+ 534
+ 264
+ 288
+ 18
+
+ LoadFunction :void*(*LoadFunction)(const wchar_t filename[]) <<typedef>>
+
+
+
+ UMLClass
+
+ 402
+ 246
+ 126
+ 90
+
+ ResourceType <<enum>>
+--
+ResourceType_Byte_Raw
+ResourceType_Byte_ANSI
+ResourceType_Byte_UTF8
+ResourceType_Byte_UNICODE
+ResourceType_Byte_UTF16LE
+ResourceType_CUSTOM
+ResourceType_INVALID
+
+
+
+
+ UMLClass
+
+ 378
+ 174
+ 630
+ 396
+
+ New
+bg=green
+
diff --git a/Code/Game/DanBiasGame/GameClientRecieverFunc.h b/Code/Game/DanBiasGame/GameClientRecieverFunc.h
index 15b0cdab..3ea449ec 100644
--- a/Code/Game/DanBiasGame/GameClientRecieverFunc.h
+++ b/Code/Game/DanBiasGame/GameClientRecieverFunc.h
@@ -38,34 +38,6 @@ namespace DanBias
}
}
break;
- case protocol_Gameplay_PlayerMovement:
- {
- Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
- for(int i = 0; i< 6; i++)
- {
- protocolData->key[i] = p[i+1].value.netBool;
- }
-
- if(dynamic_cast(gameClientState))
- ((Client::GameState*)gameClientState)->Protocol(protocolData);
- delete protocolData;
- protocolData = NULL;
- }
- break;
- //case protocol_Gameplay_PlayerPosition:
- // {
- // Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
- // for(int i = 0; i< 3; i++)
- // {
- // protocolData->playerPos[i] = p[i].value.netFloat;
- // }
- // if(dynamic_cast(gameClientState))
- // ((Client::GameState*)gameClientState)->Protocol(protocolData);
- // delete protocolData;
- // protocolData = NULL;
- // }
- // break;
-
case protocol_Gameplay_ObjectCreate:
{
Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
@@ -110,11 +82,24 @@ namespace DanBias
((Client::GameState*)gameClientState)->Protocol(&protocolData);
}
break;
+ case protocol_Gameplay_ObjectPositionRotation:
+ {
+
+ Client::GameClientState::ObjPos protocolData;
+ protocolData.object_ID = p[1].value.netInt;
+ for(int i = 0; i< 16; i++)
+ {
+ protocolData.worldPos[i] = p[i+2].value.netFloat;
+ }
+
+ if(dynamic_cast(gameClientState))
+ ((Client::GameState*)gameClientState)->Protocol(&protocolData);
+ }
+ break;
case protocol_Lobby_Create:
{
if(dynamic_cast(gameClientState))
{
- GameLogic::Protocol_LobbyCreateGame tp();
int id = p.Get(1).value.netInt;
std::string name = p.Get(19).value.netCharPtr;
Oyster::Math::Float4x4 w;
diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h
index f73514da..ecb874d1 100644
--- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h
+++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h
@@ -14,4 +14,4 @@ public:
void Init(ModelInitData modelInit);
};};};
-#endif
+#endif
\ No newline at end of file
diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h
index 65a7e498..9d7c3de0 100644
--- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h
+++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h
@@ -15,4 +15,3 @@ public:
};};};
#endif
-
diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp
index 9b13c460..a61768e4 100644
--- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp
+++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp
@@ -1,4 +1,3 @@
-
#include "C_StaticObj.h"
#include "DllInterfaces/GFXAPI.h"
using namespace DanBias::Client;
diff --git a/Code/Game/DanBiasGame/GameClientState/GameClientState.h b/Code/Game/DanBiasGame/GameClientState/GameClientState.h
index 8e79cab3..2907317c 100644
--- a/Code/Game/DanBiasGame/GameClientState/GameClientState.h
+++ b/Code/Game/DanBiasGame/GameClientState/GameClientState.h
@@ -35,6 +35,11 @@ public:
};
struct KeyInput :public ProtocolStruct
{
+ /*
+ * key[0] =
+ *
+ *
+ */
bool key[6];
};
struct PlayerPos :public ProtocolStruct
diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp
index e7d41cb3..5c620021 100644
--- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp
+++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp
@@ -10,12 +10,9 @@ using namespace Oyster::Math;
struct GameState::myData
{
myData(){}
- //std::vector object;
int modelCount;
Oyster::Network::NetworkClient* nwClient;
gameStateState state;
-
-
}privData;
GameState::GameState(void)
@@ -24,6 +21,7 @@ GameState::GameState(void)
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
+ timer = 0;
}
@@ -49,12 +47,12 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
}
GameState::gameStateState GameState::LoadGame()
{
- Oyster::Graphics::Definitions::Pointlight plight;
- plight.Pos = Float3(615, 0 ,5);
- plight.Color = Float3(0.9f,0.7f,0.2f);
- plight.Radius = 100;
- plight.Bright = 0.5f;
- Oyster::Graphics::API::AddLight(plight);
+ Oyster::Graphics::Definitions::Pointlight plight;
+ plight.Pos = Float3(615, 0 ,5);
+ plight.Color = Float3(0.9f,0.7f,0.2f);
+ plight.Radius = 100;
+ plight.Bright = 0.5f;
+ Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(10,800,5);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 300;
@@ -78,6 +76,7 @@ GameState::gameStateState GameState::LoadGame()
//Oyster::Graphics::API::AddLight(plight);
// use level loader
//LoadModels("3bana.bias");
+
// hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f);
@@ -105,7 +104,7 @@ bool GameState::LoadModels()
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
-
+
// add box model
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.rotation = Oyster::Math::Quaternion::identity;
@@ -341,7 +340,12 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
// read server data
// update objects
{
- readKeyInput(KeyInput);
+ timer += deltaTime;
+ if(timer > 0.03)
+ {
+ readKeyInput(KeyInput);
+ timer = 0;
+ }
camera->UpdateViewMatrix();
}
@@ -394,20 +398,11 @@ bool GameState::Release()
void GameState::readKeyInput(InputClass* KeyInput)
{
- bool send = false;
- GameLogic::Protocol_PlayerMovement movePlayer;
- movePlayer.bForward = false;
- movePlayer.bBackward = false;
- movePlayer.bLeft = false;
- movePlayer.bRight = false;
-
if(KeyInput->IsKeyPressed(DIK_W))
{
-
- if(!key_forward)
+ //if(!key_forward)
{
- movePlayer.bForward = true;
- send = true;
+ privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
key_forward = true;
}
}
@@ -416,10 +411,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
if(KeyInput->IsKeyPressed(DIK_S))
{
- if(!key_backward)
+ //if(!key_backward)
{
- movePlayer.bBackward = true;
- send = true;
+ privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
key_backward = true;
}
}
@@ -428,10 +422,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
if(KeyInput->IsKeyPressed(DIK_A))
{
- if(!key_strafeLeft)
+ //if(!key_strafeLeft)
{
- movePlayer.bLeft = true;
- send = true;
+ privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
key_strafeLeft = true;
}
}
@@ -440,10 +433,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
if(KeyInput->IsKeyPressed(DIK_D))
{
- if(!key_strafeRight)
+ //if(!key_strafeRight)
{
- movePlayer.bRight = true;
- send = true;
+ privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
key_strafeRight = true;
}
}
@@ -451,11 +443,6 @@ void GameState::readKeyInput(InputClass* KeyInput)
key_strafeRight = false;
- if (privData->nwClient->IsConnected() && send)
- {
- privData->nwClient->Send(movePlayer);
- }
-
//send delta mouse movement
if (KeyInput->IsMousePressed())
{
@@ -488,6 +475,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
}
else
key_Shoot = false;
+
if(KeyInput->IsKeyPressed(DIK_X))
{
if(!key_Shoot)
@@ -502,6 +490,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
}
else
key_Shoot = false;
+
if(KeyInput->IsKeyPressed(DIK_C))
{
if(!key_Shoot)
@@ -522,9 +511,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
{
if(!key_Jump)
{
- GameLogic::Protocol_PlayerJump playerJump;
- playerJump.hasJumped = true;
- privData->nwClient->Send(playerJump);
+ privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
key_Jump = true;
}
}
@@ -564,42 +551,25 @@ void GameState::Protocol( ObjPos* pos )
{
world[i] = pos->worldPos[i];
}
- //printf("pos for obj %d, ",pos->object_ID );
+
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
{
if(dynamicObjects[i]->GetId() == pos->object_ID)
{
- //dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
- dynamicObjects[i]->setWorld(world);
+ dynamicObjects[i]->setPos(Float3(world[0], world[1], world[2]));
+ dynamicObjects[i]->setRot(Quaternion(Float3(world[3], world[4], world[5]), world[6]));
+ //dynamicObjects[i]->setWorld(world);
if(dynamicObjects[i]->GetId() == myId) // playerobj
{
- Float3 right = Float3(world[0], world[1], world[2]);
- Float3 up = Float3(world[4], world[5], world[6]);
- Float3 objForward = Float3(world[8], world[9], world[10]);
- Float3 pos = Float3(world[12], world[13], world[14]);
- Float3 cameraLook = camera->GetLook();
- Float3 cameraUp = camera->GetUp();
-
-
-
- /*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
- up *= newUp;
- up.Normalize();
- Oyster::Math::Float3 newLook = up.Cross(right);
- newLook.Normalize();*/
-
- //camera->setRight(right);
- //camera->setUp(up);
- //camera->setLook(objForward);
-
+ Float3 pos = dynamicObjects[i]->getPos();
+ Float3 up = dynamicObjects[i]->getWorld().v[1];
+ Float3 objForward = dynamicObjects[i]->getWorld().v[2];
up *= 2;
objForward *= -2;
Oyster::Math::Float3 cameraPos = pos + up + objForward;
- camera->SetPosition(cameraPos);
- //camera->UpdateViewMatrix();
-
+ camera->SetPosition(cameraPos);
}
}
}
diff --git a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp
index d54f2363..df165e40 100644
--- a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp
+++ b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp
@@ -96,7 +96,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
{
if(!DanBias::GameServerAPI::GameStart())
{
- //this->nwClient->Send(GameLogic::Protocol_LobbyStartGame());
+
}
}
}
diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp
index 4f148624..a7bc8299 100644
--- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp
+++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp
@@ -204,6 +204,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
{
// game ip
nwClient->Connect(15152, "127.0.0.1");
+ //nwClient->Connect(15152, "83.254.217.248");
if (!nwClient->IsConnected())
{
diff --git a/Code/Game/GameLogic/Game.h b/Code/Game/GameLogic/Game.h
index 2ae96ce3..601b0f0c 100644
--- a/Code/Game/GameLogic/Game.h
+++ b/Code/Game/GameLogic/Game.h
@@ -36,6 +36,8 @@ namespace GameLogic
int GetTeamID() const override;
PLAYER_STATE GetState() const override;
Oyster::Math::Float3 GetPosition() override;
+ Oyster::Math::Quaternion GetRotation() override;
+ Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
@@ -50,6 +52,8 @@ namespace GameLogic
LevelData();
~LevelData();
Oyster::Math::Float3 GetPosition() override;
+ Oyster::Math::Quaternion GetRotation() override;
+ Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h
index 3505b123..d51cf4a6 100644
--- a/Code/Game/GameLogic/GameAPI.h
+++ b/Code/Game/GameLogic/GameAPI.h
@@ -36,10 +36,22 @@ namespace GameLogic
public:
/********************************************************
* Gets players position
- * @param playerID: ID of the player whos position you want
+ * @return Returns the players position
********************************************************/
virtual Oyster::Math::Float3 GetPosition() = 0;
+ /********************************************************
+ * Gets players rotation as quaternion
+ * @return Returns a quaternion
+ ********************************************************/
+ virtual Oyster::Math::Quaternion GetRotation() = 0;
+
+ /********************************************************
+ * Gets players position
+ * @return Returns the player scale
+ ********************************************************/
+ virtual Oyster::Math::Float3 GetScale() = 0;
+
/********************************************************
* Gets players current orientation
* @param playerID: ID of the player whos position you want
diff --git a/Code/Game/GameLogic/Game_LevelData.cpp b/Code/Game/GameLogic/Game_LevelData.cpp
index 9bd3275a..b8006af3 100644
--- a/Code/Game/GameLogic/Game_LevelData.cpp
+++ b/Code/Game/GameLogic/Game_LevelData.cpp
@@ -20,6 +20,14 @@ Oyster::Math::Float3 Game::LevelData::GetPosition()
//return this->level->GetCenter();
return Oyster::Math::Float3();
}
+Oyster::Math::Quaternion Game::LevelData::GetRotation()
+{
+ return Oyster::Math::Quaternion();
+}
+Oyster::Math::Float3 Game::LevelData::GetScale()
+{
+ return Oyster::Math::Float3();
+}
Oyster::Math::Float4x4 Game::LevelData::GetOrientation()
{
//return this->level->GetOrientation();
diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp
index 6b25c94f..39ce44cb 100644
--- a/Code/Game/GameLogic/Game_PlayerData.cpp
+++ b/Code/Game/GameLogic/Game_PlayerData.cpp
@@ -6,7 +6,7 @@ using namespace GameLogic;
Game::PlayerData::PlayerData()
{
//set some stats that are appropriate to a player
- Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,608,-5);
+ Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,628,-25);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
@@ -48,6 +48,14 @@ Oyster::Math::Float3 Game::PlayerData::GetPosition()
{
return this->player->GetPosition();
}
+Oyster::Math::Quaternion Game::PlayerData::GetRotation()
+{
+ return this->player->GetRotation();
+}
+Oyster::Math::Float3 Game::PlayerData::GetScale()
+{
+ return this->player->GetScale();
+}
Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
{
return this->player->GetOrientation();
diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp
index 6770be75..78141e5f 100644
--- a/Code/Game/GameLogic/Object.cpp
+++ b/Code/Game/GameLogic/Object.cpp
@@ -47,7 +47,7 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
{
this->rigidBody = rigidBody;
- this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
+
this->type = type;
this->objectID = GID();
}
@@ -55,7 +55,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
{
this->rigidBody = rigidBody;
- this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
+
this->type = type;
this->objectID = GID();
}
@@ -88,7 +88,7 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
void Object::BeginFrame()
{
-
+
}
// update physic
void Object::EndFrame()
@@ -105,37 +105,27 @@ void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
}
-
+Oyster::Math::Float3 Object::GetPosition()
+{
+ Oyster::Physics::ICustomBody::State state;
+ state = this->rigidBody->GetState();
+ return state.centerPos;
+}
+Oyster::Math::Quaternion Object::GetRotation()
+{
+ Oyster::Physics::ICustomBody::State state;
+ state = this->rigidBody->GetState();
+ return state.quaternion;
+}
+Oyster::Math::Float3 Object::GetScale()
+{
+ Oyster::Physics::ICustomBody::State state;
+ state = this->rigidBody->GetState();
+ return Float3();
+}
Oyster::Math::Float4x4 Object::GetOrientation()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return state.GetOrientation();
-}
-
-
-Oyster::Math::Float3 Object::GetPosition()
-{
- return this->position;
-}
-Oyster::Math::Float3 Object::GetRotation()
-{
- return this->rotation;
-}
-Oyster::Math::Float3 Object::GetScaling()
-{
- return this->scale;
-}
-
-void Object::SetPosition(Oyster::Math::Float3 position)
-{
- this->position = position;
-}
-void Object::SetRotation(Oyster::Math::Float3 rotation)
-{
- this->rotation = rotation;
-}
-void Object::SetScaling(Oyster::Math::Float3 scale)
-{
- this->scale = scale;
}
\ No newline at end of file
diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h
index 6e4b9a81..293ba85d 100644
--- a/Code/Game/GameLogic/Object.h
+++ b/Code/Game/GameLogic/Object.h
@@ -25,20 +25,14 @@ namespace GameLogic
Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
~Object(void);
- // API overrides
- OBJECT_TYPE GetObjectType() const;
+ OBJECT_TYPE GetObjectType() const override;
+ int GetID() const override;
+ Oyster::Math::Float3 GetPosition() override;
+ Oyster::Math::Quaternion GetRotation() override;
+ Oyster::Math::Float3 GetScale() override;
+ Oyster::Math::Float4x4 GetOrientation() override;
+
void setID(int id);
- int GetID() const;
- Oyster::Math::Float4x4 GetOrientation();
-
-
- Oyster::Math::Float3 GetPosition();
- Oyster::Math::Float3 GetRotation();
- Oyster::Math::Float3 GetScaling();
-
- void SetPosition(Oyster::Math::Float3 position);
- void SetRotation(Oyster::Math::Float3 rotation);
- void SetScaling(Oyster::Math::Float3 scale);
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
@@ -52,7 +46,7 @@ namespace GameLogic
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
- public: //TODO: Hax This should be private when level is dynamic
+ public: //HACK: This should be private when level is dynamic
OBJECT_TYPE type;
int objectID;
@@ -62,11 +56,6 @@ namespace GameLogic
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
-
- Oyster::Math::Float3 position;
- Oyster::Math::Float3 rotation;
- Oyster::Math::Float3 scale;
-
};
}
diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h
index 5ce10b27..753d61e3 100644
--- a/Code/Game/GameProtocols/ObjectProtocols.h
+++ b/Code/Game/GameProtocols/ObjectProtocols.h
@@ -1,3 +1,8 @@
+//////////////////////////////////////////////////////////
+// Created 2013 //
+// Dennis Andersen, Linda Andersson //
+//////////////////////////////////////////////////////////
+
#ifndef GAMELOGIC_OBJECT_PROTOCOLS_H
#define GAMELOGIC_OBJECT_PROTOCOLS_H
@@ -6,6 +11,7 @@
namespace GameLogic
{
+ //#define protocol_Gameplay_ObjectPickup 350
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
{
short object_ID;
@@ -50,10 +56,11 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
+ //#define protocol_Gameplay_ObjectDamage 351
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
{
int object_ID;
- float health; //Precentage%
+ float healthLost; //Precentage%
Protocol_ObjectDamage()
{
@@ -64,7 +71,7 @@ namespace GameLogic
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = -1;
- health = 0.0f;
+ healthLost = 0.0f;
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
@@ -78,12 +85,12 @@ namespace GameLogic
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
- health = hp;
+ healthLost = hp;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
- this->protocol[2].value = health;
+ this->protocol[2].value = healthLost;
return protocol;
}
@@ -91,51 +98,89 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
+ //#define protocol_Gameplay_ObjectHealthStatus 352
+ struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
+ {
+ float currentHealth;
+ int id;
+
+ Protocol_ObjectHealthStatus()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ 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->currentHealth = 0.0f;
+ }
+ Protocol_ObjectHealthStatus(int id, float health)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ 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;
+ }
+ Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->id = p[1].value.netInt;
+ this->currentHealth = p[2].value.netFloat;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->id;
+ this->protocol[2].value = this->currentHealth;
+
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectPosition 353
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
- int object_ID;
- float worldMatrix[16];
-
+ short object_ID;
+ float position[3];
+
Protocol_ObjectPosition()
{
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
- this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
- for (int i = 2; i <= 17; i++)
- {
- this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
- }
- object_ID = -1;
- memset(&worldMatrix[0], 0, sizeof(float) * 16);
+ object_ID = 0;
+ memset(&position[0], 0, sizeof(float) * 3);
}
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
{
-
+ object_ID = p[1].value.netShort;
+ position[0] = p[2].value.netFloat;
+ position[1] = p[3].value.netFloat;
+ position[2] = p[4].value.netFloat;
}
- Protocol_ObjectPosition(float m[16], int id)
+ Protocol_ObjectPosition(float v[3], int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
-
- for (int i = 2; i <= 17; i++)
- {
- this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
- }
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
- memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
+ memcpy(&position[0], &v[0], sizeof(float) * 3);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
- for (int i = 2; i <= 17; i++)
- {
- this->protocol[i].value = worldMatrix[i-2];
- }
+ this->protocol[2].value = position[0];
+ this->protocol[3].value = position[1];
+ this->protocol[4].value = position[2];
return protocol;
}
@@ -143,49 +188,202 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
+ //#define protocol_Gameplay_ObjectScale 354
+ struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
+ {
+ short object_ID;
+ float position[3];
+
+ Protocol_ObjectScale()
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectScale;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+
+ object_ID = 0;
+ memset(&position[0], 0, sizeof(float) * 3);
+ }
+ Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
+ {
+ object_ID = p[1].value.netShort;
+ position[0] = p[2].value.netFloat;
+ position[1] = p[3].value.netFloat;
+ position[2] = p[4].value.netFloat;
+ }
+ Protocol_ObjectScale(float v[3], int id)
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectScale;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+
+ object_ID = id;
+ memcpy(&position[0], &v[0], sizeof(float) * 3);
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = object_ID;
+ this->protocol[2].value = position[0];
+ this->protocol[3].value = position[1];
+ this->protocol[4].value = position[2];
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectRotation 355
+ struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
+ {
+ short object_ID;
+ float position[3];
+
+ Protocol_ObjectRotation()
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectRotation;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+
+ object_ID = 0;
+ memset(&position[0], 0, sizeof(float) * 3);
+ }
+ Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
+ {
+ object_ID = p[1].value.netShort;
+ position[0] = p[2].value.netFloat;
+ position[1] = p[3].value.netFloat;
+ position[2] = p[4].value.netFloat;
+ }
+ Protocol_ObjectRotation(float v[3], int id)
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectRotation;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+
+ object_ID = id;
+ memcpy(&position[0], &v[0], sizeof(float) * 3);
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = object_ID;
+ this->protocol[2].value = position[0];
+ this->protocol[3].value = position[1];
+ this->protocol[4].value = position[2];
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
+ {
+ short object_ID;
+ float position[3];
+ float rotation[3];
+
+ Protocol_ObjectPositionRotation()
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ //POSITION
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+ //ROTATION
+ this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
+
+ this->object_ID = 0;
+ memset(&this->position[0], 0, sizeof(float) * 3);
+ memset(&this->rotation[0], 0, sizeof(float) * 3);
+ }
+ Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->object_ID = p[1].value.netShort;
+ //POSITION
+ this->position[0] = p[2].value.netFloat;
+ this->position[1] = p[3].value.netFloat;
+ this->position[2] = p[4].value.netFloat;
+ //ROTATION
+ this->rotation[0] = p[5].value.netFloat;
+ this->rotation[1] = p[6].value.netFloat;
+ this->rotation[2] = p[7].value.netFloat;
+ }
+ Protocol_ObjectPositionRotation(float p[3], float r[3], int id)
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ //POSITION
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
+ //ROTATION
+ this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
+
+ object_ID = id;
+ memcpy(&this->position[0], &p[0], sizeof(float) * 3);
+ memcpy(&this->rotation[0], &r[0], sizeof(float) * 3);
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->object_ID;
+ this->protocol[2].value = this->position[0];
+ this->protocol[3].value = this->position[1];
+ this->protocol[4].value = this->position[2];
+ this->protocol[5].value = this->rotation[0];
+ this->protocol[6].value = this->rotation[1];
+ this->protocol[7].value = this->rotation[2];
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
{
- int object_ID;
- float worldMatrix[16];
+ int objectID;
Protocol_ObjectEnable()
{
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
- this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
-
- for (int i = 2; i <= 17; i++)
- {
- this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
- }
- object_ID = -1;
- memset(&worldMatrix[0], 0, sizeof(float) * 16);
+ this->objectID = -1;
+ }
+ Protocol_ObjectEnable(int objectID)
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->objectID = objectID;
}
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
{
-
- }
- Protocol_ObjectEnable(float m[16], int id)
- {
- this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
- this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
-
- for (int i = 2; i <= 17; i++)
- { this->protocol[i].type = Oyster::Network::NetAttributeType_Float; }
-
- object_ID = id;
- memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
+ this->objectID = p[1].value.netInt;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
- this->protocol[1].value = object_ID;
- for (int i = 2; i <= 17; i++)
- {
- this->protocol[i].value = worldMatrix[i-2];
- }
+ this->protocol[1].value = this->objectID;
return protocol;
}
@@ -193,38 +391,39 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
+ //#define protocol_Gameplay_ObjectDisabled 357
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{
- int object_ID;
- float timer;
+ 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;
}
- Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
- {
-
- }
- Protocol_ObjectDisable(int id, float time)
+ Protocol_ObjectDisable(int objctID, float seconds)
{
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;
-
- object_ID = id;
- timer = time;
+ 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 = object_ID;
- this->protocol[2].value = timer;
+ this->protocol[1].value = this->objectID;
+ this->protocol[2].value = this->seconds;
return protocol;
}
@@ -232,6 +431,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
+ //#define protocol_Gameplay_ObjectCreate 358
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
//ObjectType type; //ie player, box or whatever
@@ -304,6 +504,330 @@ namespace GameLogic
private:
Oyster::Network::CustomNetProtocol protocol;
};
+
+ //#define protocol_Gameplay_ObjectCreatePlayer 359
+ struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
+ {
+ //ObjectType type; //ie player, box or whatever
+ int object_ID;
+ int teamId;
+ std::string name;
+ std::string meshName;
+ float position[3];
+ float rotation[3];
+ float scale[3];
+
+ Protocol_ObjectCreatePlayer()
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+
+ //PLAYER_ID
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ //TEAM_ID
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
+ //PLAYER-NAME
+ this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
+ //MESH-NAME
+ this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
+ //POSITION
+ this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
+ //ROTATION
+ this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
+ //SCALE
+ this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
+ }
+ Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
+ {
+
+ }
+ Protocol_ObjectCreatePlayer(float position[3], float rotation[3], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName)
+ {
+ this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+
+ //PLAYER_ID
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ //TEAM_ID
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
+ //PLAYER-NAME
+ this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
+ //MESH-NAME
+ this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
+ //POSITION
+ this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
+ //ROTATION
+ this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
+ //SCALE
+ this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
+
+ this->object_ID = ObjectID;
+ this->teamId = teamID;
+ this->name = name;
+ this->meshName = meshName;
+ memcpy(&this->position[0], &position[0], sizeof(float)*3);
+ memcpy(&this->rotation[0], &rotation[0], sizeof(float)*3);
+ memcpy(&this->scale[0], &scale[0], sizeof(float)*3);
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+
+ this->protocol[1].value = this->object_ID;
+ this->protocol[2].value = this->teamId;
+ this->protocol.Set(3, this->name);
+ this->protocol.Set(4, this->meshName);
+
+ //POSITION
+ this->protocol[5].value = this->position[0];
+ this->protocol[6].value = this->position[1];
+ this->protocol[7].value = this->position[2];
+ //ROTATION
+ this->protocol[8].value = this->rotation[0];
+ this->protocol[9].value = this->rotation[1];
+ this->protocol[10].value = this->rotation[2];
+ //SCALE
+ this->protocol[11].value = this->scale[0];
+ this->protocol[12].value = this->scale[1];
+ this->protocol[13].value = this->scale[2];
+
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectJoinTeam 360
+ struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
+ {
+ int objectID;
+ int teamID;
+
+ Protocol_ObjectJoinTeam()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
+ this->objectID = 0;
+ this->teamID = 0;
+ }
+ Protocol_ObjectJoinTeam(int objID, int teamID)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
+ this->objectID = objID;
+ this->teamID = teamID;
+ }
+ Protocol_ObjectJoinTeam(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->objectID = p[1].value.netInt;
+ this->teamID = p[2].value.netInt;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->objectID;
+ this->protocol[2].value = this->teamID;
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectLeaveTeam 361
+ struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
+ {
+ int objectID;
+ Protocol_ObjectLeaveTeam()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
+ this->objectID = 0;
+ }
+ Protocol_ObjectLeaveTeam(int objectID)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->objectID = objectID;
+ }
+ Protocol_ObjectLeaveTeam(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_ObjectWeaponCooldown 362
+ struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
+ {
+ float seconds;
+ Protocol_ObjectWeaponCooldown()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->seconds = 0.0f;
+ }
+ Protocol_ObjectWeaponCooldown(float seconds)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->seconds = seconds;
+ }
+ Protocol_ObjectWeaponCooldown(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->seconds = p[1].value.netFloat;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->seconds;
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectWeaponEnergy 363
+ struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
+ {
+ float energy;
+ Protocol_ObjectWeaponEnergy()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->energy = 0.0f;
+ }
+ Protocol_ObjectWeaponEnergy(float energy)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->energy = energy;
+ }
+ Protocol_ObjectWeaponEnergy(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->energy = p[1].value.netFloat;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->energy;
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectRespawn 364
+ struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
+ {
+ float position[3];
+
+ Protocol_ObjectRespawn()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
+
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+ memset(&this->position[0], 0, sizeof(float) * 3);
+ }
+ Protocol_ObjectRespawn(float position[3])
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
+
+ memcpy(&this->position[0], &position[0], sizeof(float) * 3);
+ }
+ Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p)
+ {
+ this->position[0] = p[1].value.netFloat;
+ this->position[1] = p[2].value.netFloat;
+ this->position[2] = p[3].value.netFloat;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override
+ {
+ this->protocol[1].value = this->position[0];
+ this->protocol[2].value = this->position[1];
+ this->protocol[3].value = this->position[2];
+ return protocol;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ //#define protocol_Gameplay_ObjectDie 365
+ struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
+ {
+ int objectID;
+ float seconds;
+
+ Protocol_ObjectDie()
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->objectID = 0;
+ this->seconds = 0.0f;
+ }
+ Protocol_ObjectDie(int objectID, float seconds)
+ {
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
+ this->objectID = objectID;
+ this->seconds = seconds;
+ }
+ Protocol_ObjectDie(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;
+ }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
\ No newline at end of file
diff --git a/Code/Game/GameProtocols/PlayerProtocols.h b/Code/Game/GameProtocols/PlayerProtocols.h
index 81e6fbb8..a3c3501e 100644
--- a/Code/Game/GameProtocols/PlayerProtocols.h
+++ b/Code/Game/GameProtocols/PlayerProtocols.h
@@ -8,56 +8,67 @@
#include
#include "ProtocolIdentificationID.h"
-#include
-
-//protocol_Gameplay_PlayerMovement 300
-//protocol_Gameplay_PlayerMouseMovement 301
-//protocol_Gameplay_PlayerChangeWeapon 302
namespace GameLogic
{
- struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
+ struct Protocol_PlayerMovementRight :public Oyster::Network::CustomProtocolObject
{
- bool bForward;
- bool bBackward;
- bool bLeft;
- bool bRight;
-
- Protocol_PlayerMovement()
+ Protocol_PlayerMovementRight()
{
- this->protocol[0].value = protocol_Gameplay_PlayerMovement;
+ this->protocol[0].value = protocol_Gameplay_PlayerMovementRight;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
- this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
- this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
- this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
- }
- Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
- {
- bForward = p[1].value.netBool;
- bBackward = p[2].value.netBool;
- bLeft = p[3].value.netBool;
- bRight = p[4].value.netBool;
- }
- const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
- {
- bForward = val[1].value.netBool;
- bBackward = val[2].value.netBool;
- bLeft = val[3].value.netBool;
- bRight = val[4].value.netBool;
-
- return *this;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
- {
- this->protocol[1].value = bForward;
- this->protocol[2].value = bBackward;
- this->protocol[3].value = bLeft;
- this->protocol[4].value = bRight;
+ { return protocol; }
- return protocol;
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+ struct Protocol_PlayerMovementLeft :public Oyster::Network::CustomProtocolObject
+ {
+ Protocol_PlayerMovementLeft()
+ {
+ this->protocol[0].value = protocol_Gameplay_PlayerMovementLeft;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
}
+ Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+ struct Protocol_PlayerMovementForward :public Oyster::Network::CustomProtocolObject
+ {
+ Protocol_PlayerMovementForward()
+ {
+ this->protocol[0].value = protocol_Gameplay_PlayerMovementForward;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+ struct Protocol_PlayerMovementBackward :public Oyster::Network::CustomProtocolObject
+ {
+ Protocol_PlayerMovementBackward()
+ {
+ this->protocol[0].value = protocol_Gameplay_PlayerMovementBackward;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
+
+ private:
+ Oyster::Network::CustomNetProtocol protocol;
+ };
+
+ struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
+ {
+ Protocol_PlayerJump()
+ {
+ this->protocol[0].value = protocol_Gameplay_PlayerJump;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ }
+ Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
private:
Oyster::Network::CustomNetProtocol protocol;
@@ -65,7 +76,6 @@ namespace GameLogic
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
{
-
float lookDirX;
float lookDirY;
float lookDirZ;
@@ -180,35 +190,6 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
- struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
- {
- bool hasJumped;
-
- Protocol_PlayerJump()
- {
- this->protocol[0].value = protocol_Gameplay_PlayerJump;
- this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
- }
- Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
- {
- hasJumped = p[1].value.netBool;
- }
- const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
- {
- hasJumped = val[1].value.netBool;
- return *this;
- }
- Oyster::Network::CustomNetProtocol GetProtocol() override
- {
- this->protocol[1].value = hasJumped;
- return protocol;
- }
-
- private:
- Oyster::Network::CustomNetProtocol protocol;
- };
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
diff --git a/Code/Game/GameProtocols/ProtocolIdentificationID.h b/Code/Game/GameProtocols/ProtocolIdentificationID.h
index cb596a1c..c9418b4e 100644
--- a/Code/Game/GameProtocols/ProtocolIdentificationID.h
+++ b/Code/Game/GameProtocols/ProtocolIdentificationID.h
@@ -41,17 +41,32 @@
/********* GAMEPLAY PROTOCOLS ***************************************************************************************************/
/***********[ 300 - 399 ]***********/
#define protocol_GameplayMIN 300
-#define protocol_Gameplay_PlayerMovement 300
-#define protocol_Gameplay_PlayerLookDir 301
-#define protocol_Gameplay_PlayerChangeWeapon 302
-#define protocol_Gameplay_PlayerShot 303
-#define protocol_Gameplay_PlayerJump 304
-#define protocol_Gameplay_ObjectPickup 305
-#define protocol_Gameplay_ObjectDamage 306
-#define protocol_Gameplay_ObjectPosition 307
-#define protocol_Gameplay_ObjectEnabled 308
-#define protocol_Gameplay_ObjectDisabled 309
-#define protocol_Gameplay_ObjectCreate 310
+#define protocol_Gameplay_PlayerMovementRight 300
+#define protocol_Gameplay_PlayerMovementLeft 301
+#define protocol_Gameplay_PlayerMovementForward 302
+#define protocol_Gameplay_PlayerMovementBackward 303
+#define protocol_Gameplay_PlayerLookDir 304
+#define protocol_Gameplay_PlayerChangeWeapon 305
+#define protocol_Gameplay_PlayerShot 306
+#define protocol_Gameplay_PlayerJump 307
+
+#define protocol_Gameplay_ObjectPickup 350
+#define protocol_Gameplay_ObjectDamage 351
+#define protocol_Gameplay_ObjectHealthStatus 352
+#define protocol_Gameplay_ObjectPosition 353
+#define protocol_Gameplay_ObjectScale 354
+#define protocol_Gameplay_ObjectRotation 355
+#define protocol_Gameplay_ObjectPositionRotation 356
+#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_GameplayMAX 399
diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h
index 80d43a19..3b18f616 100644
--- a/Code/Game/GameServer/GameSession.h
+++ b/Code/Game/GameServer/GameSession.h
@@ -74,11 +74,14 @@ namespace DanBias
private:
void ParseProtocol ( Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c );
- void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
+ void Gameplay_PlayerMovementRight ( DanBias::GameClient* c );
+ void Gameplay_PlayerMovementLeft ( DanBias::GameClient* c );
+ void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
+ void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
+ void Gameplay_PlayerJump ( DanBias::GameClient* c );
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
- void Gameplay_PlayerJump ( GameLogic::Protocol_PlayerJump& p, DanBias::GameClient* c );
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
index 6cf5ec5c..9fed11f2 100644
--- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
+++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
@@ -85,7 +85,7 @@ namespace DanBias
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
{
- float dt = GameSession::gameSession->networkTimer.getElapsedSeconds();
+ //float dt = (float)GameSession::gameSession->networkTimer.getElapsedSeconds();
//Duh... This was causing alot of problems, it's in the wrong place...
//Need to figure out where to put this frame locker.
//We only need to send network packages when necessary, ie not 120 times per frame.
@@ -93,16 +93,24 @@ namespace DanBias
//graphics update (60 fps) on the client side. To send more than this would be lost
//bandwidth.
//if( dt >= GameSession::gameSession->networkFrameTime )
- {
- GameSession::gameSession->networkTimer.reset();
-
- GameLogic::IObjectData* obj = movedObject;
-
- int id = obj->GetID();
- Protocol_ObjectPosition p(obj->GetOrientation(), id);
+//<<<<<<< HEAD
+// {
+// GameSession::gameSession->networkTimer.reset();
+//
+// GameLogic::IObjectData* obj = movedObject;
+//
+// int id = obj->GetID();
+// Protocol_ObjectPosition p(obj->GetOrientation(), id);
+// GameSession::gameSession->Send(p.GetProtocol());
+// }
+//=======
+ //{
+ // GameSession::gameSession->networkTimer.reset();
+ int id = movedObject->GetID();
+ //Protocol_ObjectPosition p(movedObject->GetPosition(), id);
+ Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
GameSession::gameSession->Send(p.GetProtocol());
- }
-
+ //}
}
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
{
@@ -119,43 +127,64 @@ namespace DanBias
switch (p[0].value.netShort)
{
- case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
+ case protocol_Gameplay_PlayerMovementBackward: this->Gameplay_PlayerMovementBack ( c );
break;
- case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
+ case protocol_Gameplay_PlayerMovementForward: this->Gameplay_PlayerMovementForth ( c );
break;
- case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
+ case protocol_Gameplay_PlayerMovementLeft: this->Gameplay_PlayerMovementLeft ( c );
break;
- case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
+ case protocol_Gameplay_PlayerMovementRight: this->Gameplay_PlayerMovementRight ( c );
break;
- case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
+ case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
break;
- case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
+ case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
break;
- case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
+ case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
break;
- case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
+ case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
- case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
+
+ case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
- case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
+ case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
break;
- case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
+ case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
break;
- case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
+ case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
break;
- case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
+ case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
+ break;
+ case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
+ break;
+
+ case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
+ break;
+ case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
break;
}
}
- void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_PlayerMovementBack ( DanBias::GameClient* c )
{
- if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
- if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
- if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
- if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
+ c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
}
- void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_PlayerMovementForth ( DanBias::GameClient* c )
+ {
+ c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
+ }
+ void GameSession::Gameplay_PlayerMovementLeft ( DanBias::GameClient* c )
+ {
+ c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
+ }
+ void GameSession::Gameplay_PlayerMovementRight ( DanBias::GameClient* c )
+ {
+ c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
+ }
+ void GameSession::Gameplay_PlayerJump ( DanBias::GameClient* c )
+ {
+ c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
+ }
+ void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float4 lookDir;
lookDir.x = p.lookDirX;
@@ -164,46 +193,44 @@ namespace DanBias
lookDir.w = p.deltaX;
c->GetPlayer()->Rotate(lookDir);
}
- void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
}
- void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
- {
- if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
- }
- void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
+
+
+ void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
{
}
- void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
+ void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
{
}
- void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
+ void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
{
switch (p.status)
{
@@ -227,7 +254,7 @@ namespace DanBias
break;
}
}
- void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
+ void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
{
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
}
diff --git a/Code/Misc/Misc.vcxproj b/Code/Misc/Misc.vcxproj
index efb3cc48..1943f9bb 100644
--- a/Code/Misc/Misc.vcxproj
+++ b/Code/Misc/Misc.vcxproj
@@ -149,10 +149,30 @@
-
-
-
-
+
+ false
+ false
+ false
+ false
+
+
+ false
+ false
+ false
+ false
+
+
+ false
+ false
+ false
+ false
+
+
+ false
+ false
+ false
+ false
+
false
false
@@ -177,8 +197,18 @@
-
-
+
+ false
+ false
+ false
+ false
+
+
+ false
+ false
+ false
+ false
+
false
false
diff --git a/Code/Misc/Resource/ResourceManager.h b/Code/Misc/Resource/ResourceManager.h
index 4c90966e..d5684538 100644
--- a/Code/Misc/Resource/ResourceManager.h
+++ b/Code/Misc/Resource/ResourceManager.h
@@ -13,6 +13,7 @@ namespace Oyster
typedef void* HRESOURCE;
typedef char HBYTE;
typedef HBYTE* HBYTEARRAY;
+
/** Typedef on a fuction required for custom unloading */
typedef void(*UnloadFunction)(void* loadedData);
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