2 #include "FrameRateController.h" 26 STATE_STAND_ALONE = 0,
36 CurrentState GetState();
40 bool SetState(CurrentState state);
46 bool OnReceiveNPLPacket(NPL::NPLPacket* p);
52 bool OnCenterUserLost(
const char* sUserName);
58 bool OnReceptorUserLost(
const char* sUserName);
68 bool SendTerrainUpdate(
const string& sDestination,
const D3DXVECTOR3& vCenter,
float fRadius,
float fResolution=1.f);
75 bool OnReceiveTerrainUpdate(NPL::NPLPacket* p);
this is the environment simulator of a standard game world server.
Definition: EnvSimClient.h:14
this is the environment simulator of a standard game world server.
Definition: EnvSimServer.h:18
define this to enable debugging of NPL code in visual studio
Definition: INPL.h:9
different physics engine has different winding order.
Definition: EventBinding.h:32
emulating a client/server based ParaEngine world editing game, using NPL language.
Definition: EmuCSParaEditGame.h:16
the class for all frame rate controller.
Definition: FrameRateController.h:10