Code: Select all
assert ( (val >= m_iNextValidID) && "<BaseGameEntity::SetID>: invalid ID");
@lug. I like your little proggie, very cool
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Teen vids
Code: Select all
assert ( (val >= m_iNextValidID) && "<BaseGameEntity::SetID>: invalid ID");
it detect enemy node and non enemy(ie wall.) what happen when i shoot the skybox ? is it being handled?if (node->getID() == ID_ENEMY )
{
// hit an enemy, not a wall
CGameEnemy* enemy = pWeapon->getGameManager()->getEnemyManager()->GetEntityFor(ENTITY_MERC);
enemy->setHealth(enemy->getHealth() - pWeapon->getDamage());
pWeapon->getGameManager()->getFXManager()->createGenericParticleEffect(pWeapon->getGameManager(), pWeapon->getGameManager()->getWeaponManager()->getTargetsPosition(pWeapon->getGameManager()), "media/particle.bmp", 300, pWeapon->getDamage());
} else
pWeapon->getGameManager()->getWeaponManager()->createExplosion( pWeapon->getGameManager(), pWeapon->getGameManager()->getWeaponManager()->getTargetsPosition(pWeapon->getGameManager()) );