2 #include "IEnvironmentSim.h" 3 #include "GameNetCommon.h" 11 class CCharacterTracker;
32 virtual void Animate(
double dTimeDelta );
42 virtual void CheckLoadPhysics(
const D3DXVECTOR3& vCenter,
float fRadius);
45 virtual void Release();
63 bool SendNormalUpdate(
const string&
id, NPL::CBitStream* s);
64 bool SendNormalUpdate(
COPCBiped * pOPC, NPL::CBitStream* s);
72 bool OnReceiveNormalUpdate(
const string&
id, NPL::CBitStream* s);
92 IGameObject* ReceiveCharacterUpdate(NPL::CBitStream* s,
bool& bIsDifferentUpdate,
const char* sIdentifier = NULL);
99 static bool NetworkMoveCharacter(
CBipedObject* pBiped,
const D3DXVECTOR3& vDest,
float fFacing,
float fSpeed,
float fVerticalSpeed,
bool bForceRun,
bool bForceWalk);
104 void UpdateGameObjects(
double dTimeDelta);
108 list <ActiveTerrain*> m_listActiveTerrain;
111 list <ActiveBiped*> m_listActiveBiped;
114 list <CBipedObject*> m_listVIPBipeds;
this is the environment simulator of a standard game world server.
Definition: EnvSimServer.h:18
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
virtual SIMULATOR_TYPE GetSimulatorType()
return the current type of simulator.
Definition: EnvSimServer.h:27
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: EnvSimServer.h:51
represent a player from the network.
Definition: OPCBiped.h:10
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