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@ -31,26 +31,33 @@ public:
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Player* GetPlayerByAccountId(const std::string& accountid);
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Player* GetPlayerByAccountId(const std::string& accountid);
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Player* GetPlayerByUniId(unsigned short uniid);
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Player* GetPlayerByUniId(unsigned short uniid);
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Entity* GetEntityByUniId(unsigned short uniid);
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Entity* GetEntityByUniId(unsigned short uniid);
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void AddPlayer(Player* hum);
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void AddPlayer(Player* hum);
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Human* FindEnemy(Human* hum);
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Human* FindEnemy(Human* hum);
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void CollisionDetection(Entity* sender, int detection_flags, std::vector<Entity*>& objects);
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void CollisionDetection(Entity* sender, int detection_flags, std::vector<Entity*>& objects);
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void AddDeletedObject(unsigned short obj_uniid);
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void AddDeletedObject(unsigned short obj_uniid);
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void BeAddedObject(Entity* entity);
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void FetchBuilding(Human* hum);
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void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
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void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
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void FillSMMapInfo(cs::SMMapInfo& map_info);
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void TouchPlayerList(a8::XParams param,
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void TouchPlayerList(a8::XParams param,
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std::function<void (Player*, a8::XParams&)> func);
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std::function<void (Player*, a8::XParams&)> func);
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void TouchHumanList(a8::XParams param,
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void TouchHumanList(a8::XParams param,
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std::function<void (Human*, a8::XParams&)> func);
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std::function<void (Human*, a8::XParams&)> func);
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void BeAddedObject(Entity* entity);
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void ScatterDrop(Vector2D center, int drop_id);
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void ScatterDrop(Vector2D center, int drop_id);
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void CreateThings();
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void FillSMMapInfo(cs::SMMapInfo& map_info);
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void DropItem(Vector2D pos, int item_id);
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void DropItem(Vector2D pos, int item_id);
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void CreateThings();
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void CreateDoor(Building* building, int door_idx);
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void CreateDoor(Building* building, int door_idx);
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void CreateHouseObstacle(Building* building, int id, float x, float y);
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void CreateHouseObstacle(Building* building, int id, float x, float y);
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void CreateLoot(int equip_id, Vector2D pos, int count);
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void CreateLoot(int equip_id, Vector2D pos, int count);
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void CreateBullet(Human* hum, MetaData::Equip* gun_meta,
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void CreateBullet(Human* hum, MetaData::Equip* gun_meta,
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Vector2D pos, Vector2D dir, float fly_distance);
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Vector2D pos, Vector2D dir, float fly_distance);
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void FetchBuilding(Human* hum);
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void OnHumanDie(Human* hum);
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void OnHumanDie(Human* hum);
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private:
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private:
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