Character bounds are stored in the server database
This allows for customization of bounding boxes, as well as highlighting aspects needed when adding new fields to the characters.
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@@ -67,19 +67,20 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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BaseCharacter* character = &characterMap[argPacket->characterIndex];
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//fill the character's info
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: (2) send the bounds from the server
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character->SetHandle(argPacket->handle);
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character->SetAvatar(argPacket->avatar);
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character->SetOwner(argPacket->accountIndex);
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds(argPacket->bounds);
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character->CorrectSprite();
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//check for this player's character
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if (character->GetOwner() == accountIndex) {
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localCharacter = static_cast<LocalCharacter*>(character);
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//focus the camera on this character
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//focus the camera on this character's sprite
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camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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