Difference between revisions of "User talk:Shadlington"

From King Arthur's Gold Wiki
Jump to: navigation, search
Line 12: Line 12:
  
 
[[CInventory::canPutItem]] & [[CInventory::putInItem]] & [[CInventory::RemoveItems]] & [[CInventory::isInInventory]] & [[CInventory::MoveInventoryTo]] - No examples, possibly untested.
 
[[CInventory::canPutItem]] & [[CInventory::putInItem]] & [[CInventory::RemoveItems]] & [[CInventory::isInInventory]] & [[CInventory::MoveInventoryTo]] - No examples, possibly untested.
 +
 +
 +
 +
 +
now, client shouldnt ever create its own objects
 +
 
 +
attach objects
 +
 
 +
kill objects
 +
 
 +
decrease their health
 +
 +
well there are also map things
 +
 
 +
creating/destroying blocks
 +
 
 +
probably some more but those are the basics
 +
 
 +
both simulate everything, server just has the authority to override client stuff
 +
 +
 +
 +
For client:
 +
just rendering stuff perhaps
 +
 
 +
stuff for gui, cursors

Revision as of 13:26, 22 August 2012

Pages to revisit:

GetBlob & GetPlayingBlob & GetBlobByName & GetPlayingBlobsSize & GetBlobSize - No examples, possibly untested.

CreateGridMenu - What exactly is a Grid Menu?

MakeCoin - What is the significance of the coin style? No example - untested?

MakeAnimatedParticle - Double check argument meanings are right... Especially angle.

HasRequirements - Don't really get how its meant to work. Why does it look at 2 inventories (inventory one just uses 1 - what instances would require two? Seems like AddWorkshopTasksButtons in workshoptasks.as calls it with the inventory of the workshop and the inventory of the player), why does it always add requirements/return false if its not a blob type?

CInventory::canPutItem & CInventory::putInItem & CInventory::RemoveItems & CInventory::isInInventory & CInventory::MoveInventoryTo - No examples, possibly untested.



now, client shouldnt ever create its own objects

attach objects

kill objects

decrease their health

well there are also map things

creating/destroying blocks

probably some more but those are the basics

both simulate everything, server just has the authority to override client stuff


For client: just rendering stuff perhaps

stuff for gui, cursors