2 #include "IEnvironmentSim.h" 3 #include "GameNetCommon.h" 28 virtual void Animate(
double dTimeDelta );
38 virtual void CheckLoadPhysics(
const D3DXVECTOR3& vCenter,
float fRadius);
41 virtual void Release();
59 bool SendNormalUpdate(
const string&
id, NPL::CBitStream* s);
65 void OnReceiveNormalUpdate(
const string&
id, NPL::CBitStream* s);
82 IGameObject* ReceiveCharacterUpdate(NPL::CBitStream* s,
const char* sIdentifier = NULL);
89 bool NetworkMoveCharacter(
CBipedObject* pBiped,
const D3DXVECTOR3& vDest,
float fFacing,
float fSpeed,
float fVerticalSpeed,
bool bForceRun,
bool bForceWalk);
95 void HideTimeoutOPC();
100 void UpdateGameObjects(
double dTimeDelta);
105 void InactivateOPC();
107 void RemoveInactiveOPC();
110 list <ActiveTerrain*> m_listActiveTerrain;
113 list <ActiveBiped*> m_listActiveBiped;
116 list <CBipedObject*> m_listVIPBipeds;
this is the environment simulator of a standard game world server.
Definition: EnvSimClient.h:14
virtual SIMULATOR_TYPE GetSimulatorType()
return the current type of simulator.
Definition: EnvSimClient.h:23
It tracks a character on the network, such as its last update time, position track, etc.
Definition: GameNetCommon.h:59
Current network simulation time.
Definition: GameNetCommon.h:17
different physics engine has different winding order.
Definition: EventBinding.h:32
it is a class for holding various character trackers by their name.
Definition: GameNetCommon.h:188
this is an interface class for game objects, such as NPC, OPC and players.
Definition: IGameObject.h:15
virtual CNetTime * GetNetTime()
get the net time object
Definition: EnvSimClient.h:47
It can be used to represent biped object(like human, re spawning monsters) in the scene without inher...
Definition: BipedObject.h:60
environment simulator.
Definition: IEnvironmentSim.h:103