My Project
OPCBiped.h
1 #pragma once
2 #include "RpgCharacter.h"
3 #include "GameNetCommon.h"
4 
5 namespace ParaEngine
6 {
11  {
12  public:
13  virtual CBaseObject::_SceneObjectType GetType(){return CBaseObject::OPCBiped;};
14  COPCBiped(void);
15  virtual ~COPCBiped(void);
17  size_t hash_code;
18  static size_t GetStringHashValue(const char* str);
19 
21  //void SetIdentifier(const char * sID);
22  void SetHashCode(size_t hashvalue);
23  void ReComputeHashcode();
24 
26  bool IsActive(){return m_bActive;};
28  void SetActive(bool bActive){m_bActive = bActive;};
29 
30  private:
32  bool m_bActive;
33 
34  };
35 }
A typical character in role playing game.
Definition: RpgCharacter.h:73
different physics engine has different winding order.
Definition: EventBinding.h:32
static size_t GetStringHashValue(const char *str)
desc: hash function for strings used by the Biped object
Definition: OPCBiped.cpp:25
void SetActive(bool bActive)
the active boolean is usually used by simulator for different purposes.
Definition: OPCBiped.h:28
it is a class for holding various character trackers by their name.
Definition: GameNetCommon.h:188
represent a player from the network.
Definition: OPCBiped.h:10
size_t hash_code
obsoleted: hash code of the connection object that is created from connectionAddress and connectionTy...
Definition: OPCBiped.h:17
bool IsActive()
the active boolean is usually used by simulator for different purposes.
Definition: OPCBiped.h:26
void SetHashCode(size_t hashvalue)
hash code functions
Definition: OPCBiped.cpp:56