![]() Text target = elem_create.GetObjective() Įlem->SetIntelLevel(elem_create.GetIntel()) Int squadron = elem_create.GetSquadron() ::Print(" element '%' already exists - ignored\n", elem_name) Mission::RoleName(elem_create.GetType())) Įlement* elem = sim->FindElement(elem_name) ::Print("NetGameClient::DoElemCreate name: %s iff: %d type %s\n", ![]() HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name) Ĭonst char* elem_name = elem_create.GetName().data() Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid) NetPlayer* remote_player = new(_FILE_,_LINE_) NetPlayer(nid) SimRegion* dst = sim->FindRegion(region) Sprintf_s(ship_name, "%s", elem_name.data()) Įlement* element = sim->FindElement(elem_name) Sprintf_s(ship_name, "%s %d", elem_name.data(), index) NetPlayer* remote_player = FindPlayerByObjID(oid) Strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data()) Point velocity = join_ann->GetVelocity() NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann) If(gameMissles->m_life > 1500.0f || target.GetLength() m_position) Vector2 force = *gameMissles->m_spring - gameMissles->m_position GameMissles->AddBodyForce(orientation * Vector2(0.0f,0.008f),gameMissles->m_position orientation * gameMissles->m_engines) ![]() GameEmitter.AddParticle(orientation * -Vector2(randf() / 60.0f,0.1f),gameMissles->m_position Vector2(randf(),randf())/50.0f orientation * gameMissles->m_engines) Vector2 target = Matrix2(-gameMissles->m_orientation) * (gameMissles->m_target - gameMissles->m_position) Įlse if(target.x AddBodyForce(orientation * Vector2(0.0f,0.008f),gameMissles->m_position orientation * gameMissles->m_engines) GameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position Vector2(randf(),randf())/50.0f orientation * gameShip.m_rearEnginePosition) įor(unsigned long i = 0 i m_orientation) GameShip.AddBodyForce(rotation * Vector2(0.0f,0.001f),gameShip.m_position orientation * gameShip.m_rearEnginePosition) Matrix2 rotation(gameShip.m_rearEngineOrientation gameShip.m_orientation) GameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position Vector2(randf(),randf())/50.0f orientation * gameShip.m_mainEnginePosition) GameShip.AddBodyForce(rotation * Vector2(0.0f,0.004f),gameShip.m_position orientation * gameShip.m_mainEnginePosition) Matrix2 rotation(gameShip.m_mainEngineOrientation gameShip.m_orientation) ![]() GameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position Vector2(randf(),randf())/50.0f orientation * gameShip.m_frontEnginePosition) GameShip.AddBodyForce(rotation * Vector2(0.0f,0.002f),gameShip.m_position orientation * gameShip.m_frontEnginePosition) Matrix2 rotation(gameShip.m_frontEngineOrientation gameShip.m_orientation) GameShip.m_mainEngineOrientation -= GetElapsedTime() / 50.0f GameShip.m_mainEngineOrientation = GetElapsedTime() / 50.0f GameShip.m_frontEngineOrientation -= GetElapsedTime() / 50.0f GameShip.m_rearEngineOrientation -= GetElapsedTime() / 50.0f GameShip.m_frontEngineOrientation = GetElapsedTime() / 50.0f GameShip.m_rearEngineOrientation = GetElapsedTime() / 50.0f GameShip.AddBodyForce(force * k,gameShip.m_position orientation * gameAnchor2) Vector2 force = gameSpring2 - (gameShip.m_position orientation * gameAnchor2) GameShip.AddBodyForce(force * k,gameShip.m_position orientation * gameAnchor1) Vector2 force = gameSpring1 - (gameShip.m_position orientation * gameAnchor1) Matrix2 orientation(gameShip.m_orientation)
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