#include <ShotState.h>
Public Member Functions | |
| ShotState (ScorchedContext &context, PlayShots &playShots) | |
| virtual | ~ShotState () |
| void | setup () |
| bool | run (float frameTime) |
Protected Attributes | |
| ScorchedContext & | context_ |
| PlayShots & | playShots_ |
| bool | firstTime_ |
Definition at line 28 of file ShotState.h.
| ShotState::ShotState | ( | ScorchedContext & | context, | |
| PlayShots & | playShots | |||
| ) |
Definition at line 36 of file ShotState.cpp.
| ShotState::~ShotState | ( | ) | [virtual] |
Definition at line 43 of file ShotState.cpp.
| void ShotState::setup | ( | ) |
Definition at line 47 of file ShotState.cpp.
References ActionController::addLastAction(), ActionController::addSyncCheck(), ActionController::clear(), context_, firstTime_, S3D::formatStringBuffer(), ScorchedContext::getActionController(), Target::getAlive(), Target::getCStrName(), ActionController::getEvents(), fixed::getInternal(), TargetLife::getLife(), Target::getLife(), TargetState::getMovement(), ScorchedContext::getOptionsGame(), Target::getPlayerId(), TankContainer::getPlayingTanks(), Tank::getScore(), ScorchedContext::getTankContainer(), ScorchedContext::getTargetContainer(), TargetLife::getTargetPosition(), TargetContainer::getTargets(), Target::getTargetState(), TargetLife::getVelocity(), EventContainer::initialize(), Target::isTarget(), TargetID::MIN_TARGET_TRANSIENT_ID, PlayShots::playShots(), playShots_, ActionController::resetTime(), ActionController::setStopImmediately(), and TankScore::setTurnKills().
Referenced by ServerShotState::enterState(), and ClientShotState::processMessage().
| bool ShotState::run | ( | float | frameTime | ) |
Definition at line 110 of file ShotState.cpp.
References fixed::asFloat(), EventContainer::clear(), context_, firstTime_, S3D::formatStringBuffer(), ScorchedContext::getActionController(), ActionController::getActionTime(), ActionController::getEvents(), Logger::log(), ActionController::logProfiledActions(), ActionController::noReferencedActions(), and ActionController::setStopImmediately().
Referenced by ServerShotState::acceptStateChange(), and ClientShotState::acceptStateChange().
ScorchedContext& ShotState::context_ [protected] |
PlayShots& ShotState::playShots_ [protected] |
bool ShotState::firstTime_ [protected] |
1.5.3