Code: Show/Hide int InitializeTurrets(Arena *arena)
{ adata *ad = P_ARENA_DATA(arena, adkey); int i; for(i = 0;i < ad->turret_count;i++) { TurretData *td = &(ad->turrets[i]); Player *fp; char s[16]; snprintf(s, 16, "Team%d:Turret%d", td->team, i); td->FakePlayer = fp = fake->CreateFakePlayer(s,arena,td->ship,td->team); struct C2SPosition *pos; lm->Log(L_INFO,"<%s> Check 1","complex_turret"); pos = &td->pos; pos->type = C2S_POSITION; pos->x = td->x; pos->y = td->y; pos->rotation = 0; pos->xspeed = pos->yspeed = 0; pos->status = 0; pos->bounty = 0; pos->energy = pos->extra.energy = 1000; lm->Log(L_INFO,"<%s> Check 2","complex_turret"); //lets get config here /*td->weapon = W_PROXBOMB; pos->weapon.type = 0; pos->weapon.level = 0; pos->weapon.shraplevel = 0; pos->weapon.shrap = 0; pos->weapon.alternate = 0;*/ lm->Log(L_INFO,"<%s> Created Turret %d","complex_turret",i); game->FakePosition(td->FakePlayer, &td->pos, 22); } lm->Log(L_INFO,"<%s> Initialized turrets","complex_turret"); } |
Code: Show/Hide pos->x = td->x;
pos->y = td->y; |
Code: Show/Hide pos->x = 512 * 16;
pos->y = 512 * 16; |
Code: Show/Hide [Main]
TurretCount=4 [Turret0] Region=4 Team=0 Ship=1 Coordinates=512,512 [Turret1] Region=4 Team=1 Ship=2 Coordinates=530,512 [Turret2] Region=4 Team=0 Ship=3 Coordinates=530,530 [Turret3] Region=4 Team=1 Ship=4 Coordinates=512,530 |