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The ExtendedMove class can optionally replace the standard Move class to allow the passing of absolute position and rotation information from the client's input device to the server. It is enabled by changing $TORQUE_EXTENDED_MOVE to true in buildFiles/config/project.conf and re-running the project generator.
61 lines
1.2 KiB
C++
61 lines
1.2 KiB
C++
#ifndef _GAMEPROCESS_EXTENDED_H_
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#define _GAMEPROCESS_EXTENDED_H_
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//#include "T3D/gameBase/processList.h"
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#ifndef _GAMEPROCESS_H_
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#include "T3D/gameBase/gameProcess.h"
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#endif
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class GameBase;
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class GameConnection;
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struct Move;
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//----------------------------------------------------------------------------
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/// List to keep track of GameBases to process.
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class ExtendedClientProcessList : public ClientProcessList
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{
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typedef ClientProcessList Parent;
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protected:
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// ProcessList
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void onTickObject(ProcessObject *);
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void advanceObjects();
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void onAdvanceObjects();
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public:
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ExtendedClientProcessList();
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// ProcessList
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bool advanceTime( SimTime timeDelta );
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// ClientProcessList
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void clientCatchup( GameConnection *conn );
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static void init();
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static void shutdown();
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};
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class ExtendedServerProcessList : public ServerProcessList
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{
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typedef ServerProcessList Parent;
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protected:
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// ProcessList
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void onPreTickObject( ProcessObject *pobj );
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void onTickObject( ProcessObject *pobj );
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void advanceObjects();
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public:
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ExtendedServerProcessList();
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static void init();
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static void shutdown();
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};
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#endif // _GAMEPROCESS_EXTENDED_H_
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