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4f13237895
Change CRLF to LF in repo.
533 lines
16 KiB
C++
533 lines
16 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHWorldUpdate.cpp $
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// 2015/12/02 fmoraw
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// - removed infinite detection range of the observatory on the z axis
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//===============================================================================
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#include "../util/nowarnings.h"
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../dlls/cbase.h"
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#include "../dlls/player.h"
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#include "../dlls/weapons.h"
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#include "AvHGamerules.h"
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#include "AvHMarineEquipment.h"
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#include "AvHMarineEquipmentConstants.h"
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#include "AvHAlienEquipment.h"
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#include "AvHAlienEquipmentConstants.h"
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#include "AvHAlienWeapons.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHServerUtil.h"
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#include "../util/MathUtil.h"
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typedef vector<AvHPlayer*> AvHPlayerListType;
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typedef vector<AvHObservatory*> AvHObservatoryListType;
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typedef vector<AvHScan*> AvHScanListType;
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typedef vector<AvHSensoryChamber*> AvHSensoryChamberListType;
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typedef vector<AvHUmbraCloud*> AvHUmbraCloudListType;
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BaseEntityListType gBaseEntityList;
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AvHPlayerListType gPlayerList;
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AvHPlayerListType gRelevantPlayerList;
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AvHObservatoryListType gObservatoryList;
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AvHScanListType gScanList;
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AvHSensoryChamberListType gSensoryChamberList;
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AvHUmbraCloudListType gUmbraCloudList;
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const float kMovementVisibilityThreshold = 10.0f;
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bool AvHSUGetInViewOfEnemy(CBaseEntity* inEntity, int& outSightedStatus)
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{
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bool theInViewOfEnemy = false;
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if(inEntity->pev->iuser4 & MASK_TOPDOWN)
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{
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// Top down players are never visible
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}
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else
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{
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if(GetGameRules()->GetDrawInvisibleEntities())
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{
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outSightedStatus |= MASK_VIS_SIGHTED;
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theInViewOfEnemy = true;
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}
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else if(GetGameRules()->GetIsCheatEnabled(kcDetectAll))
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{
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outSightedStatus |= MASK_VIS_DETECTED;
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theInViewOfEnemy = true;
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}
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else
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{
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AvHPlayer* theInPlayer = dynamic_cast<AvHPlayer*>(inEntity);
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AvHCloakable* theCloakable = dynamic_cast<AvHCloakable*>(inEntity);
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if(!theInPlayer || !theInPlayer->GetIsCloaked())
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{
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if(!theCloakable || (theCloakable->GetOpacity() > 0.0f))
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{
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// Loop through enemy players, check if we are in view of any of them
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for(AvHPlayerListType::iterator thePlayerIter = gPlayerList.begin(); thePlayerIter != gPlayerList.end(); thePlayerIter++)
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{
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if((*thePlayerIter)->GetTeam() != inEntity->pev->team)
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{
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// Commanders can't "see" enemies
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if(((*thePlayerIter)->GetUser3() != AVH_USER3_COMMANDER_PLAYER) && ((*thePlayerIter)->GetIsRelevant()))
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{
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if((*thePlayerIter)->GetIsEntityInSight(inEntity))
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{
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outSightedStatus |= MASK_VIS_SIGHTED;
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theInViewOfEnemy = true;
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break;
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}
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}
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}
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}
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}
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// Loop through observatories, uncloaking and detecting all enemy players in range
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for(AvHObservatoryListType::iterator theObservatoryIter = gObservatoryList.begin(); theObservatoryIter != gObservatoryList.end(); theObservatoryIter++)
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{
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if((*theObservatoryIter)->pev->team != inEntity->pev->team && ( inEntity->pev->team != TEAM_IND ) && !(*theObservatoryIter)->GetIsRecycling() )
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{
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// Check that entity is in range of scan (only check XY distance, for commander's purposes)
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float theDistance = VectorDistance((*theObservatoryIter)->pev->origin, inEntity->pev->origin);
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if(theDistance < BALANCE_VAR(kObservatoryXYDetectionRadius))
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{
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outSightedStatus |= MASK_VIS_DETECTED;
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theInViewOfEnemy = true;
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if(theCloakable)
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{
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theCloakable->Uncloak();
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}
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break;
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}
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}
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}
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// Loop through all active scans on our team
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for(AvHScanListType::iterator theScanIter = gScanList.begin(); theScanIter != gScanList.end(); theScanIter++)
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{
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if((*theScanIter)->pev->team != inEntity->pev->team)
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{
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// Check that entity is in range of scan
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float theDistance = VectorDistance((*theScanIter)->pev->origin, inEntity->pev->origin);
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if(theDistance < BALANCE_VAR(kScanRadius))
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{
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outSightedStatus |= MASK_VIS_SIGHTED;
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theInViewOfEnemy = true;
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break;
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}
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}
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}
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}
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}
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// If not in sight, check for motion-tracking
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if(!theInViewOfEnemy)
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{
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bool theEnemyTeamHasMotionTracking = false;
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AvHTeamNumber teamA = GetGameRules()->GetTeamA()->GetTeamNumber();
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AvHTeamNumber teamB = GetGameRules()->GetTeamB()->GetTeamNumber();
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if((inEntity->pev->team == teamA) || (inEntity->pev->team == teamB))
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{
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AvHTeamNumber theEnemyTeamNumber = (inEntity->pev->team == teamA) ? teamB : teamA;
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AvHTeam* theEnemyTeam = GetGameRules()->GetTeam(theEnemyTeamNumber);
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if(theEnemyTeam)
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{
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if(theEnemyTeam->GetResearchManager().GetTechNodes().GetIsTechResearched(TECH_RESEARCH_MOTIONTRACK) || GetGameRules()->GetIsCombatMode())
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{
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// Motion-tracking doesn't pick up cloaked entities (players)
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bool theIsCloaked = false;
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AvHCloakable* theCloakable = dynamic_cast<AvHCloakable*>(inEntity);
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if(theCloakable && (theCloakable->GetOpacity() < 0.1f))
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{
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theIsCloaked = true;
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}
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float theVelocity = inEntity->pev->velocity.Length();
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//ELVEN - WE HAVE TO CHECK FOR EXISTANT OBSERVATORIES BEFORE WE CAN FLAG THIS.
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//: Fixed combat mode problems & slight perfoamance issue (no need to loop thru every obs).
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bool obsExists = false;
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if(!GetGameRules()->GetIsCombatMode())
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{
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FOR_ALL_ENTITIES(kwsObservatory, AvHObservatory*)
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if(theEntity->GetIsBuilt())
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{
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obsExists = true;
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break;
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}
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END_FOR_ALL_ENTITIES(kwsObservatory)
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}
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else
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{
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obsExists = true;
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}
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if((theVelocity > kMovementVisibilityThreshold) && !theIsCloaked && obsExists)
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{
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outSightedStatus |= MASK_VIS_DETECTED;
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theInViewOfEnemy = true;
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}
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}
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}
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}
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}
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}
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return theInViewOfEnemy;
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}
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bool AvHSUGetInRangeOfFriendlyPrimalScream(CBaseEntity* inEntity)
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{
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bool inRangeOfPrimalScream = false;
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int theTeamNumber = inEntity->pev->team;
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if(theTeamNumber)
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{
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// If team is of type alien
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const AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(theTeamNumber));
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if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) && inEntity->IsAlive())
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{
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// Loop through all players on our team
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for(AvHPlayerListType::iterator theIter = gPlayerList.begin(); theIter != gPlayerList.end(); theIter++)
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{
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AvHPlayer* thePlayer = *theIter;
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// See if any of them are screaming
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if(thePlayer && (thePlayer->pev->team == theTeamNumber) && (thePlayer->GetIsScreaming()))
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{
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// Are they in range of us?
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float theDistance = VectorDistance(inEntity->pev->origin, thePlayer->pev->origin);
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if(theDistance < BALANCE_VAR(kPrimalScreamRange))
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{
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inRangeOfPrimalScream = true;
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break;
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}
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}
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}
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}
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}
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return inRangeOfPrimalScream;
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}
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bool AvHSUGetInRangeOfFriendlySensoryChamber(CBaseEntity* inEntity)
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{
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bool inRangeOfSensoryChamber = false;
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int theTeamNumber = inEntity->pev->team;
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if(theTeamNumber)
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{
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// If team is of type alien
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const AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(theTeamNumber));
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if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) && inEntity->IsAlive())
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{
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// Loop through all SensoryChamber clouds on our team
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for(AvHSensoryChamberListType::const_iterator theIter = gSensoryChamberList.begin(); theIter != gSensoryChamberList.end(); theIter++)
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{
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AvHSensoryChamber* theChamber = *theIter;
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if(theChamber && (theChamber->pev->team == theTeamNumber))
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{
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// Are we in range?
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float theDistance = VectorDistance(inEntity->pev->origin, theChamber->pev->origin);
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if(theDistance < BALANCE_VAR(kSensoryChamberRange))
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{
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theChamber);
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if(theBuildable && theBuildable->GetIsBuilt())
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{
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inRangeOfSensoryChamber = true;
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break;
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}
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}
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}
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}
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}
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}
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return inRangeOfSensoryChamber;
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}
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bool AvHSUGetInRangeOfEnemySensoryChamber(CBaseEntity* inEntity)
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{
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bool inRangeOfSensoryChamber = false;
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int theTeamNumber = inEntity->pev->team;
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if(theTeamNumber)
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{
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// If team is of type marine
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const AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(theTeamNumber));
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if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE) && inEntity->IsAlive())
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{
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// Loop through all SensoryChamber clouds on our team
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for(AvHSensoryChamberListType::const_iterator theIter = gSensoryChamberList.begin(); theIter != gSensoryChamberList.end(); theIter++)
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{
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AvHSensoryChamber* theChamber = *theIter;
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if(theChamber && (theChamber->pev->team != theTeamNumber))
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{
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// Are we in range?
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float theDistance = VectorDistance(inEntity->pev->origin, theChamber->pev->origin);
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if(theDistance < BALANCE_VAR(kSensoryChamberRange))
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{
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theChamber);
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if(theBuildable && theBuildable->GetIsBuilt())
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{
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inRangeOfSensoryChamber = true;
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break;
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}
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}
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}
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}
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}
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}
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return inRangeOfSensoryChamber;
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}
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bool AvHSUGetInRangeOfFriendlyUmbra(CBaseEntity* inEntity)
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{
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bool inRangeOfUmbra = false;
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int theTeamNumber = inEntity->pev->team;
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if(theTeamNumber)
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{
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// If team is of type alien
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const AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(theTeamNumber));
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if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) && inEntity->IsAlive())
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{
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// Loop through all umbra clouds on our team
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for(AvHUmbraCloudListType::iterator theIter = gUmbraCloudList.begin(); theIter != gUmbraCloudList.end(); theIter++)
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{
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AvHUmbraCloud* theUmbraCloud = *theIter;
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if(theUmbraCloud && (theUmbraCloud->pev->team == theTeamNumber))
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{
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// Are we in range?
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float theDistance = VectorDistance(inEntity->pev->origin, theUmbraCloud->pev->origin);
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if(theDistance < BALANCE_VAR(kUmbraCloudRadius))
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{
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inRangeOfUmbra = true;
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break;
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}
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}
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}
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}
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}
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return inRangeOfUmbra;
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}
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void UpdateWorldEntity(CBaseEntity* inBaseEntity)
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{
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// Visibility
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inBaseEntity->pev->iuser4 &= ~MASK_VIS_SIGHTED;
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inBaseEntity->pev->iuser4 &= ~MASK_VIS_DETECTED;
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if(AvHSUGetIsSubjectToVisibilityRules(inBaseEntity))
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{
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int theSightedStatus = 0;
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if(AvHSUGetInViewOfEnemy(inBaseEntity, theSightedStatus))
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{
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inBaseEntity->pev->iuser4 |= theSightedStatus;
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// if(inBaseEntity->pev->classname == MAKE_STRING(kesParticlesCustom))
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// {
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// int a = 0;
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// }
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}
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}
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// Don't clear buff flag on marines, as it means catalysts for them and they expire in AvHPlayer::InternalMarineThink
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AvHUser3 theUser3 = AvHUser3(inBaseEntity->pev->iuser3);
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if(theUser3 != AVH_USER3_MARINE_PLAYER)
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{
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inBaseEntity->pev->iuser4 &= ~MASK_BUFFED;
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}
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// Primal scream bonuses
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if(AvHSUGetInRangeOfFriendlyPrimalScream(inBaseEntity))
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{
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inBaseEntity->pev->iuser4 |= MASK_BUFFED;
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}
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// Deteted by sensory chambers
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if(theUser3 == AVH_USER3_MARINE_PLAYER )
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{
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if(AvHSUGetInRangeOfEnemySensoryChamber(inBaseEntity))
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{
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SetUpgradeMask(&inBaseEntity->pev->iuser4, MASK_SENSORY_NEARBY, true);
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}
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else
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{
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SetUpgradeMask(&inBaseEntity->pev->iuser4, MASK_SENSORY_NEARBY, false);
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}
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}
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// Cloaking near sensory chambers
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AvHCloakable* theCloakable = dynamic_cast<AvHCloakable*>(inBaseEntity);
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if(theCloakable )
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{
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if ( theUser3 != AVH_USER3_MARINE_PLAYER )
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{
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if(AvHSUGetInRangeOfFriendlySensoryChamber(inBaseEntity))
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{
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theCloakable->SetSpeeds(0.0f, 0.0f, 0.0f);
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theCloakable->Cloak();
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SetUpgradeMask(&inBaseEntity->pev->iuser4, MASK_SENSORY_NEARBY, true);
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}
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else
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{
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// Don't uncloak if we are cloaking via the upgrade
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int theCloakingLevel = AvHGetAlienUpgradeLevel(inBaseEntity->pev->iuser4, MASK_UPGRADE_7);
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if(theCloakingLevel == 0)
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{
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theCloakable->Uncloak();
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}
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SetUpgradeMask(&inBaseEntity->pev->iuser4, MASK_SENSORY_NEARBY, false);
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}
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}
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else
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{
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theCloakable->Uncloak();
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}
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}
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// Umbra defense
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inBaseEntity->pev->iuser4 &= ~MASK_UMBRA;
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if(AvHSUGetInRangeOfFriendlyUmbra(inBaseEntity))
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{
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inBaseEntity->pev->iuser4 |= MASK_UMBRA;
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}
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// Update tech slots periodically so UI shows what's available
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AvHBaseBuildable* theBaseBuildable = dynamic_cast<AvHBaseBuildable*>(inBaseEntity);
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if(theBaseBuildable)
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{
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theBaseBuildable->WorldUpdate();
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}
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}
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void AvHGamerules::UpdateWorldEntities()
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{
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// Prepare for many calls to AvHSUGetInViewOfEnemy
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ASSERT(gPlayerList.size() == 0);
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ASSERT(gRelevantPlayerList.size() == 0);
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ASSERT(gObservatoryList.size() == 0);
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ASSERT(gScanList.size() == 0);
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ASSERT(gSensoryChamberList.size() == 0);
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ASSERT(gUmbraCloudList.size() == 0);
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ASSERT(gBaseEntityList.size() == 0);
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PROFILE_START()
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FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
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gPlayerList.push_back(theEntity);
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if(theEntity->GetIsRelevant(true))
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{
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gRelevantPlayerList.push_back(theEntity);
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}
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END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
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FOR_ALL_ENTITIES(kwsObservatory, AvHObservatory*)
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if(theEntity->GetIsBuilt())
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{
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gObservatoryList.push_back(theEntity);
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}
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END_FOR_ALL_ENTITIES(kwsObservatory)
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FOR_ALL_ENTITIES(kwsScan, AvHScan*)
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gScanList.push_back(theEntity);
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END_FOR_ALL_ENTITIES(kwsScan)
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FOR_ALL_ENTITIES(kwsSensoryChamber, AvHSensoryChamber*)
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gSensoryChamberList.push_back(theEntity);
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END_FOR_ALL_ENTITIES(kwsSensoryChamber)
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FOR_ALL_ENTITIES(kwsUmbraCloud, AvHUmbraCloud*)
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gUmbraCloudList.push_back(theEntity);
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END_FOR_ALL_ENTITIES(kwsUmbraCloud)
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PROFILE_END(kUpdateWorldEntitiesBuildLists)
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//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::UpdateWorldEntities\n");
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if(GET_RUN_CODE(2048))
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{
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PROFILE_START()
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FOR_ALL_BASEENTITIES()
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UpdateWorldEntity(theBaseEntity);
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gBaseEntityList.push_back(theBaseEntity);
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END_FOR_ALL_BASEENTITIES()
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PROFILE_END(kUpdateWorldEntitiesUpdateWorldEntities)
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}
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// Rebuild this->mTeamAEntityHierarchy and this->mTeamBEntityHierarchy if changed
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PROFILE_START()
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this->mTeamAEntityHierarchy.BuildFromTeam(&this->mTeamA, gBaseEntityList);
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this->mTeamBEntityHierarchy.BuildFromTeam(&this->mTeamB, gBaseEntityList);
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this->mSpecEntityHierarchy.BuildForSpec(gBaseEntityList);
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PROFILE_END(kUpdateWorldEntitiesBuildEntityHierarchies)
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// Update blips
|
|
if(GET_RUN_CODE(1024))
|
|
{
|
|
PROFILE_START()
|
|
for(AvHPlayerListType::iterator theIter = gPlayerList.begin(); theIter != gPlayerList.end(); theIter++)
|
|
{
|
|
// Reset their blips
|
|
(*theIter)->ClearBlips();
|
|
}
|
|
|
|
// For all entities in the world
|
|
for(BaseEntityListType::iterator theBaseIter = gBaseEntityList.begin(); theBaseIter != gBaseEntityList.end(); theBaseIter++)
|
|
{
|
|
CBaseEntity* theBaseEntity = *theBaseIter;
|
|
|
|
// If entity has a team (allow hives so aliens can find hive locations)
|
|
bool theIsHive = (theBaseEntity->pev->iuser3 == AVH_USER3_HIVE);
|
|
if((theBaseEntity->pev->team != 0) || theIsHive)
|
|
{
|
|
// Only process players, parasited entities and hives, as they are the only things that ever show up as blips
|
|
int theEntIndex = theBaseEntity->entindex();
|
|
|
|
bool theIsParasited = GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_PARASITED);
|
|
bool theIsNearSensory = GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_SENSORY_NEARBY);
|
|
bool theIsBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
|
|
|
|
if(((theEntIndex > 0) && (theEntIndex <= kMaxPlayers)) || theIsNearSensory || theIsHive || theIsParasited || theIsBuildable)
|
|
{
|
|
// For all relevant players in list
|
|
for(AvHPlayerListType::iterator thePlayerIterator = gRelevantPlayerList.begin(); thePlayerIterator != gRelevantPlayerList.end(); thePlayerIterator++)
|
|
{
|
|
// Call ProcessEntityBlip
|
|
(*thePlayerIterator)->ProcessEntityBlip(theBaseEntity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
PROFILE_END(kUpdateWorldEntitiesUpdateBlips)
|
|
}
|
|
|
|
// End after many calls to AvHSUGetInViewOfEnemy
|
|
gPlayerList.clear();
|
|
gRelevantPlayerList.clear();
|
|
gObservatoryList.clear();
|
|
gScanList.clear();
|
|
gSensoryChamberList.clear();
|
|
gUmbraCloudList.clear();
|
|
gBaseEntityList.clear();
|
|
}
|
|
|
|
|