637 lines
15 KiB
C++
637 lines
15 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/worldspawn.cpp $
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// $Revision:: 97 $
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// $Author:: Jimdose $
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// $Date:: 11/08/98 10:49p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/worldspawn.cpp $
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//
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// 97 11/08/98 10:49p Jimdose
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// moved earthquake to level struct
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//
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// 96 10/27/98 9:46p Aldie
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// Changed training cvar to level.training
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//
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// 95 10/27/98 6:28a Jimdose
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// set model to "*1"
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//
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// 94 10/27/98 5:43a Jimdose
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// World wasn't calling Entity::Archive or Unarchive!
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// Added FreeTargetList
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//
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// 93 10/27/98 4:36a Markd
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// reset the earthquake in worldspawn
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//
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// 92 10/26/98 2:16p Aldie
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// Added AirClamp
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//
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// 91 10/21/98 2:17a Jimdose
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// Fixed bug where world wiped out configstrings during loadgame
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//
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// 90 10/19/98 9:53p Jimdose
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// changed slime variables to lightvolume
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//
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// 89 10/10/98 1:31a Jimdose
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// moved precache scripts to G_Precache in G_Utils
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// some things are no longer initialized during loadgames
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//
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// 88 10/08/98 12:37a Jimdose
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// Made savegames work
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//
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// 87 9/30/98 4:36p Aldie
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// Reset gravpaths when worldspawn is destroyed
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//
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// 86 9/27/98 6:27p Aldie
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// Added water, slime, and lava colors to worldspawn
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//
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// 85 9/17/98 5:53p Jimdose
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// create level.total_secrets and level.found_secrets on startup
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//
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// 84 9/02/98 7:48p Aldie
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// Added support for multiple global scripts
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//
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// 83 8/29/98 9:48p Jimdose
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// included deadbody.h
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//
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// 82 8/24/98 11:32a Markd
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// Added Start method to threads, repladed all ProcessEvent(
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// EV_ScriptThread_execute) with thread->Start( -1 )
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//
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// 81 8/22/98 6:34p Markd
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// Revamped player readiness for scripting
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//
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// 80 8/21/98 5:26p Markd
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// Added sv_precache and cl_precache
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//
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// 79 8/17/98 7:33p Jimdose
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// skipthread is now initialized with G_GetStringArg since G_GetSpawnArg can
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// return NULL, which the str class doesn't like
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//
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// 78 8/17/98 4:35p Markd
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// Added skipthread and cinematic stuff to worldspawn
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//
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// 77 8/08/98 7:51p Jimdose
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// changed realWorld to world
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//
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// 76 7/26/98 12:35p Jimdose
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// Got rid of backslash in filename
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//
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// 75 7/24/98 6:22p Jimdose
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// Set config string CS_MAXCLIENTS
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// removed unused layout stuff
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//
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// 74 7/15/98 12:14a Aldie
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// Updated worldspawn to send over a deathmatch flag
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//
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// 73 7/13/98 5:57p Markd
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// Added SetGameScript call
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//
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// 72 7/13/98 5:01p Aldie
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// Added dead player bodies with gibbing
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//
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// 71 7/01/98 7:04p Aldie
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// Mission computer stuff
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//
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// 70 6/27/98 7:58p Aldie
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// Moved status bar to client
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//
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// 69 6/27/98 2:15p Aldie
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// New status bar stuff
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//
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// 68 6/25/98 7:33p Aldie
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// New HUD
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//
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// 67 6/24/98 1:38p Aldie
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// Implementation of inventory system and picking stuff up
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//
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// 66 6/20/98 7:06p Aldie
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// Updated HUD for inventory
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//
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// 65 6/20/98 2:23p Aldie
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// Added Inventory to statusbar
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//
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// 64 6/19/98 6:38p Aldie
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// Updated status bar for inventory
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//
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// 63 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 62 6/09/98 4:24p Jimdose
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// Added multi-file scripting, so hacks to load multifiles were removed.
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//
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// 61 6/05/98 6:26p Aldie
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// Updated stats bar for armor.
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//
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// 60 5/26/98 4:21p Markd
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// Added TargetList stuff
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//
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// 59 5/25/98 2:28p Aldie
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// Fixed issues with not loading game dll
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//
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// 58 5/24/98 2:46p Markd
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// Made char *'s into const char *'s
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//
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// 57 5/19/98 11:13p Aldie
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// Fixed statusbars for higher res
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//
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// 56 5/18/98 6:15p Aldie
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// Updated ammo bar.
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//
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// 55 5/14/98 10:20p Jimdose
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// world is now an EntityPtr
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//
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// 54 5/04/98 8:32p Markd
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// Removed setlightstyle stuff
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//
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// 53 5/04/98 11:31a Markd
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// Moved lightstyles into global.scr
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//
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// 52 5/02/98 9:39p Markd
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// Fixed the gunsmoke lightstyle
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//
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// 51 5/02/98 8:47p Markd
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// Took out a lot of precache stuff
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//
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// 50 5/01/98 5:07p Jimdose
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// Changed *world to an Entity *
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//
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// 49 5/01/98 10:42a Markd
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// Put in global.scr and precache.scr parsing
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//
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// 48 4/18/98 8:20p Markd
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// Fixed sniperrifle precache
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//
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// 47 4/18/98 7:43p Markd
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// Added correct weapon names to precache section
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//
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// 46 4/18/98 6:35p Aldie
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// Updated sbar layout
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//
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// 45 4/18/98 6:12p Aldie
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// Updated ammo stats bar.
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//
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// 44 4/16/98 8:40p Aldie
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// Added DM status bar to new system
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//
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// 43 4/16/98 7:46p Aldie
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// Added new status bar
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//
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// 42 4/10/98 1:24a Markd
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// Added FL_SPARKS and FL_BLASTMARK flags
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//
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// 41 4/07/98 8:00p Markd
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// removed defhandle, changed all SINMDL calls to modelindex calls, removed
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// SINMDL prefix
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//
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// 40 4/03/98 3:37p Jimdose
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// Got rid of disabled status bar
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//
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// 39 4/03/98 2:30p Jimdose
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// Temporarily turned off status bar
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//
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// 38 4/02/98 4:52p Jimdose
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// Changed stat bar layouts
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//
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// 37 3/31/98 4:21p Jimdose
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// added precaches
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//
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// 36 3/31/98 1:19p Jimdose
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// Precached footsteps
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//
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// 35 3/30/98 11:39p Markd
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// Added modelIndex stuff
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//
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// 34 3/27/98 11:04p Jimdose
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// changed explode.def to explode.spr
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//
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// 33 3/26/98 7:15p Aldie
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// Added console type vars.
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//
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// 32 3/23/98 1:31p Jimdose
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// Revamped event and command system
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//
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// 31 3/18/98 7:21p Jimdose
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// Added precache for explosion sprite
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//
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// 30 3/02/98 8:49p Jimdose
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// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
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// that you could have a NULL classid.
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//
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// 29 2/23/98 6:38p Jimdose
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//
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// 28 2/17/98 7:00p Jimdose
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// levelVars are cleared upon spawning the world
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//
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// 27 2/16/98 2:06p Jimdose
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// Changed movetype from MOVETYPE_PUSH to MOVETYPE_NONE, since the world
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// shouldn't be moving around.
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//
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// 26 2/10/98 11:44a Jimdose
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// Changed color of worldspawn in Sined
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//
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// 25 2/06/98 5:48p Jimdose
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// Moved sined header to .cpp file.
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// Prepended "maps/" to script file name
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//
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// 24 2/03/98 10:56a Jimdose
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// Updated to work with Quake 2 engine
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// Moved initialization to constructor and removed Init function
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// Removed precache stuff (it was all out of date anyway).
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//
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// 22 12/15/97 4:32p Jimdose
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// Precached new shotgun sounds
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//
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// 21 12/15/97 2:51p Markd
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// Added speargun firing sounds
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//
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// 20 12/15/97 11:56a Markd
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// Added speargun sounds
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//
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// 19 12/14/97 5:54p Jimdose
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// Removed wrong check-in comment #18: " Added BettySpike"
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// Changed precache of spear\spear.def to spear.def.
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//
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// 17 12/14/97 5:34p Markd
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// Put in precaches for rocket launcher stuff
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//
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// 16 12/13/97 7:42p Markd
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// Added RocketLauncher sound
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//
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// 15 12/13/97 6:52p Aldie
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// Added precache for shotgun
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//
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// 14 12/12/97 1:19p Markd
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// Added rocket launcher precache
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//
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// 13 12/06/97 12:35p Aldie
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// Added tracer sprite to precache
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//
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// 12 11/18/97 5:26p Markd
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// Changed model from sub-directory to parent directory for magnum.def
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//
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// 11 11/10/97 8:38p Jimdose
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// Removed getMapTitle. Map name is now stored in netname.
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// Made StartFrame get called indirectly through EVENT_PRETHINK.
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// Added event function.
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//
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// 10 11/07/97 6:00p Markd
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// Removed QUAKE specific sound effects prespawns
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//
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// 9 10/31/97 7:19p Markd
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// Added precache for sprites
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//
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// 8 10/28/97 8:36p Jimdose
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// Moved magnum model
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//
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// 7 10/28/97 8:20p Jimdose
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// Added precache for bubble and spear
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//
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// 6 10/28/97 6:54p Markd
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// Added precache for darkcaptain sound
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//
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// 5 10/27/97 3:29p Jimdose
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// Removed dependency on quakedef.h
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//
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// 4 10/24/97 8:13p Jimdose
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// Added precache for magnum
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//
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// 3 9/26/97 6:14p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Base class for worldspawn objects. This should be subclassed whenever
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// a DLL has new game behaviour that needs to be initialized before any other
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// entities are created, or before any entity thinks each frame. Also controls
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// spawning of clients.
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//
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#include "g_local.h"
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#include "entity.h"
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#include "scriptmaster.h"
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#include "worldspawn.h"
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#include "surface.h"
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#include "console.h"
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#include "deadbody.h"
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#include "gravpath.h"
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#include "earthquake.h"
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extern void CreateMissionComputer( void );
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WorldPtr world;
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/*****************************************************************************/
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/*SINED worldspawn (0 0 0) ? CINEMATIC
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Only used for the world.
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"sky" environment map name
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"skyaxis" vector axis for rotating sky
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"skyrotate" speed of rotation in degrees/second
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"cdtrack" music cd track number
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"gravity" 800 is default gravity
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"message" text to print at user logon
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"skipthread" thread that is activated to skip this level (if cinematic)
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/*****************************************************************************/
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#define CINEMATIC 1
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CLASS_DECLARATION( Entity, World, "worldspawn" );
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ResponseDef World::Responses[] =
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{
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{ NULL, NULL }
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};
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World::World()
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{
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const char *text;
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str mapname;
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int i;
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Vector water_color;
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Vector lightvolume_color;
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Vector lava_color;
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world = this;
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setMoveType( MOVETYPE_NONE );
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setSolidType( SOLID_BSP );
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// world model is always index 1
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edict->s.modelindex = 1;
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model = "*1";
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// Anything that modifies configstrings, or spawns things is ignored when loading savegames
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if ( LoadingSavegame )
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{
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return;
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}
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// inform the client that this is deathmatch, and we should
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// draw deathmatch stats. This goes around what the CS_STATUSBAR
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// used to be used for since we moved all HUDS to the client.
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if ( deathmatch->value )
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{
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gi.configstring( CS_STATUSBAR, "DEATHMATCH" );
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}
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else
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{
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gi.configstring( CS_STATUSBAR, "SINGLE_PLAYER" );
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}
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//
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// see if the level has a soundtrack associated withit
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//
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text = G_GetSpawnArg( "soundtrack" );
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if ( text )
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{
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gi.configstring( CS_SOUNDTRACK, text );
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}
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text = G_GetSpawnArg( "sky" );
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if ( text )
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{
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gi.configstring( CS_SKY, text );
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}
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else
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{
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gi.configstring( CS_SKY, "sky_" );
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}
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text = G_GetSpawnArg( "skyrotate" );
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gi.configstring( CS_SKYROTATE, text ? text : "0" );
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text = G_GetSpawnArg( "skyaxis" );
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gi.configstring( CS_SKYAXIS, text ? text : "0 0 0" );
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text = G_GetSpawnArg( "cdtrack" );
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gi.configstring( CS_CDTRACK, text ? text : "0" );
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gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
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text = G_GetSpawnArg( "gravity" );
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if ( !text )
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{
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gi.cvar_set( "sv_gravity", "800" );
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}
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else
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{
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gi.cvar_set( "sv_gravity", text );
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}
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// get skipthread
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skipthread = G_GetStringArg( "skipthread" );
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// the world takes blast marks and sparks by default
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flags |= FL_BLASTMARK;
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flags |= FL_SPARKS;
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// Reserve some space for dead bodies
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InitializeBodyQueue();
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//
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// see if this is a cinematic level
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//
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if ( spawnflags & CINEMATIC )
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{
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level.cinematic = true;
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}
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else
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{
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level.cinematic = false;
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}
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level.nextmap = G_GetStringArg( "nextmap" );
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||
|
|
||
|
// make some data visible to the server
|
||
|
text = G_GetSpawnArg( "message" );
|
||
|
if ( text )
|
||
|
{
|
||
|
gi.configstring( CS_NAME, text );
|
||
|
level.level_name = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.level_name = level.mapname;
|
||
|
}
|
||
|
|
||
|
// Set up script
|
||
|
text = G_GetSpawnArg( "script" );
|
||
|
if ( !text )
|
||
|
{
|
||
|
// No script specified. Try using the mapname as the script name
|
||
|
mapname = "maps/";
|
||
|
mapname += level.mapname;
|
||
|
for( i = mapname.length() - 1; i >= 0; i-- )
|
||
|
{
|
||
|
if ( mapname[ i ] == '.' )
|
||
|
{
|
||
|
mapname[ i ] = 0;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mapname += ".scr";
|
||
|
|
||
|
text = &mapname[ 5 ];
|
||
|
|
||
|
// If there isn't a script with the same name as the map, then don't try to load script
|
||
|
if ( gi.LoadFile( mapname.c_str(), NULL, 0 ) == -1 )
|
||
|
{
|
||
|
text = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( text )
|
||
|
{
|
||
|
gi.dprintf( "Adding script: '%s'\n", text );
|
||
|
mapname = va( "maps/%s", text );
|
||
|
|
||
|
// just set the script, we will start it in G_Spawn
|
||
|
ScriptLib.SetGameScript( mapname.c_str() );
|
||
|
}
|
||
|
|
||
|
// Set the color for the blends.
|
||
|
water_color = G_GetVectorArg("watercolor",Vector(0,0,1));
|
||
|
level.water_alpha = G_GetFloatArg("wateralpha",0.1);
|
||
|
|
||
|
lightvolume_color = G_GetVectorArg("lightcolor",Vector(1,1,1));
|
||
|
level.lightvolume_alpha = G_GetFloatArg("lightalpha",0.5);
|
||
|
|
||
|
lava_color = G_GetVectorArg("lavacolor",Vector(1.0,0.3,0));
|
||
|
level.lava_alpha = G_GetFloatArg("lavaalpha",0.6);
|
||
|
|
||
|
level.water_color = water_color;
|
||
|
level.lightvolume_color = lightvolume_color;
|
||
|
level.lava_color = lava_color;
|
||
|
|
||
|
//
|
||
|
// reset the earthquake
|
||
|
//
|
||
|
level.earthquake = 0;
|
||
|
}
|
||
|
|
||
|
TargetList * World::GetTargetList( str &targetname )
|
||
|
{
|
||
|
TargetList * targetlist;
|
||
|
int i;
|
||
|
|
||
|
for( i = 1; i <= targetList.NumObjects(); i++ )
|
||
|
{
|
||
|
targetlist = targetList.ObjectAt( i );
|
||
|
if ( targetname == targetlist->targetname)
|
||
|
return targetlist;
|
||
|
}
|
||
|
targetlist = new TargetList( targetname );
|
||
|
targetList.AddObject( targetlist );
|
||
|
return targetlist;
|
||
|
}
|
||
|
|
||
|
void World::AddTargetEntity( str &targetname, Entity * ent )
|
||
|
{
|
||
|
TargetList * targetlist;
|
||
|
|
||
|
targetlist = GetTargetList( targetname );
|
||
|
targetlist->AddEntity( ent );
|
||
|
}
|
||
|
|
||
|
void World::RemoveTargetEntity( str &targetname, Entity * ent )
|
||
|
{
|
||
|
TargetList * targetlist;
|
||
|
|
||
|
targetlist = GetTargetList( targetname );
|
||
|
targetlist->RemoveEntity( ent );
|
||
|
}
|
||
|
|
||
|
Entity * World::GetNextEntity( str &targetname, Entity * ent )
|
||
|
{
|
||
|
TargetList * targetlist;
|
||
|
|
||
|
targetlist = GetTargetList( targetname );
|
||
|
return targetlist->GetNextEntity( ent );
|
||
|
}
|
||
|
|
||
|
World::~World()
|
||
|
{
|
||
|
FreeTargetList();
|
||
|
}
|
||
|
|
||
|
void World::FreeTargetList
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
int num;
|
||
|
|
||
|
num = targetList.NumObjects();
|
||
|
for( i = 1; i <= num; i++ )
|
||
|
{
|
||
|
delete targetList.ObjectAt( i );
|
||
|
}
|
||
|
|
||
|
targetList.FreeObjectList();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// List stuff for targets
|
||
|
//
|
||
|
|
||
|
CLASS_DECLARATION( Class, TargetList, NULL );
|
||
|
|
||
|
ResponseDef TargetList::Responses[] =
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TargetList::TargetList()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
TargetList::TargetList( str &tname )
|
||
|
{
|
||
|
targetname = tname;
|
||
|
}
|
||
|
|
||
|
TargetList::~TargetList()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void TargetList::AddEntity( Entity * ent )
|
||
|
{
|
||
|
if ( !list.ObjectInList( ent ) )
|
||
|
{
|
||
|
list.AddObject( ent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TargetList::RemoveEntity( Entity * ent )
|
||
|
{
|
||
|
if ( list.ObjectInList( ent ) )
|
||
|
{
|
||
|
list.RemoveObject( ent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Entity * TargetList::GetNextEntity( Entity * ent )
|
||
|
{
|
||
|
int index;
|
||
|
|
||
|
index = 0;
|
||
|
if ( ent )
|
||
|
index = list.IndexOfObject( ent );
|
||
|
index++;
|
||
|
if ( index > list.NumObjects() )
|
||
|
return NULL;
|
||
|
else
|
||
|
return list.ObjectAt( index );
|
||
|
}
|
||
|
|