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cvsrabit |
1.1 |
VERSION 1.0 CLASS |
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BEGIN |
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MultiUse = -1 'True |
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Persistable = 0 'NotPersistable |
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DataBindingBehavior = 0 'vbNone |
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DataSourceBehavior = 0 'vbNone |
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MTSTransactionMode = 0 'NotAnMTSObject |
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END |
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Attribute VB_Name = "Class_Game" |
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Attribute VB_GlobalNameSpace = False |
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Attribute VB_Creatable = True |
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Attribute VB_PredeclaredId = False |
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Attribute VB_Exposed = False |
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Public bSceneLoaded As Boolean |
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Public lGameTime As Long |
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Public lGameType As Long |
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Public strSceneName As String |
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Public Col_clPlayers As New Collection |
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' |
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Public Function AddPlayer(clPlayer As Class_Player) As Long |
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AddPlayer = GetTickCount |
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clPlayer.strPlayerKey = "p" & AddPlayer |
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Col_clPlayers.Add clPlayer, clPlayer.strPlayerKey |
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If clPlayer.lPlayerType = 0 Then lLocalPlayerHandle = AddPlayer |
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End Function |
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Public Sub MovePlayers() |
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Dim clPlayer As Class_Player |
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Dim clTrackSegment As Class_TrackSegment |
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Dim l As Long |
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Dim lLastTrackSegment As Long |
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Dim lNextTrackSegment As Long |
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Dim lPlayerIndex As Long |
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Dim s As Single |
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Dim sgAccelerate As Single |
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Dim sgBreak As Single |
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Dim sgDX As Single |
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Dim sgDZ As Single |
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Dim sgDXMove As Single |
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Dim sgDZMove As Single |
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Dim sgGroundBump As Single |
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Dim sgMaxSpeedForward As Single |
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Dim sgMaxSpeedBackwards As Single |
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Dim sgPlayerAngleRad As Single |
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Dim sgReduceSteeringAccelerationBySpeed As Single |
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Dim sgReduceSteeringBySpeed As Single |
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Dim sgScale As Single |
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Dim sgSpeed As Single |
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Dim sgSpeedRotation As Single |
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Dim sgSlowDown As Single |
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Dim sgSteeringAccelerate As Single |
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Dim sgSteeringRelease As Single |
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Dim sgTimeDiff As Single |
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Dim sgX As Single |
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Dim sgY As Single |
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Dim tpVecPlayerPostion As D3DVECTOR |
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Static lLastTickCount As Long |
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l = GetTickCount |
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If lLastTickCount = 0 Then lLastTickCount = l |
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sgTimeDiff = (l - lLastTickCount) / 1000 |
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If sgTimeDiff < 0.015 Then Exit Sub |
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lLastTickCount = l |
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'--- Car parameters: |
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' sgMaxSpeedForward = 33.3333333333333 ' = 120 km/h '(meters per second) |
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' sgMaxSpeedForward = 41.6666666666667 ' = 150 km/h '(meters per second) |
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sgMaxSpeedForward = 52.7777777777778 ' = 190 km/h '(meters per second) |
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' sgMaxSpeedForward = 66.6666666666667 ' = 240 km/h '(meters per second) |
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sgMaxSpeedBackwards = -10 ' = -36 km/h |
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sgAccelerate = 3 ' m / (s ^ 2) |
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sgSlowDown = 2 ' m / (s ^ 2) |
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sgBreak = 30 ' m / (s ^ 2) |
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sgSteeringAccelerate = 1 |
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sgSteeringRelease = 1.5 |
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sgReduceSteeringBySpeed = 0.2 '.1 |
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sgReduceSteeringAccelerationBySpeed = -1.4 |
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'----------------------- |
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sgSpeedRotation = 120 * sgTimeDiff |
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For lPlayerIndex = 1 To clGame.Col_clPlayers.Count |
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Set clPlayer = clGame.Col_clPlayers(lPlayerIndex) |
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With clPlayer |
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.sgAcceleration = 0 |
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s = sgAccelerate * sgTimeDiff |
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If (.lPlayerControlFlags And ePCF_Forward) = ePCF_Forward Then |
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If .sgSpeed < sgMaxSpeedForward Then |
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.sgAcceleration = .sgAcceleration + s |
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If .sgAcceleration > 1 Then .sgAcceleration = 1 |
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End If |
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ElseIf (.lPlayerControlFlags And ePCF_Backward) = ePCF_Backward Then ' Move backwards |
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If .sgSpeed > sgMaxSpeedBackwards Then |
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.sgAcceleration = .sgAcceleration - s |
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If .sgAcceleration < -1 Then .sgAcceleration = -1 |
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End If |
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Else |
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' Let the car slow down (resistances) |
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If (.lPlayerControlFlags And ePCF_Break) = ePCF_Break Then s = sgBreak * sgTimeDiff Else s = sgSlowDown * sgTimeDiff |
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If Abs(.sgSpeed) >= s Then .sgSpeed = .sgSpeed - s * Sgn(.sgSpeed) Else .sgSpeed = 0 |
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End If |
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s = sgSteeringAccelerate * sgTimeDiff |
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If (.lPlayerControlFlags And ePCF_Left) = ePCF_Left Then ' Rotate left |
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.sgSteeringWheelPosition = .sgSteeringWheelPosition + s * (1 - sgReduceSteeringAccelerationBySpeed * .sgSpeedRate) ' * Sgn(.sgSpeed) ' 0.1 |
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If .sgSteeringWheelPosition > 1 Then .sgSteeringWheelPosition = 1 |
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ElseIf (.lPlayerControlFlags And ePCF_Right) = ePCF_Right Then ' Rotate right |
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.sgSteeringWheelPosition = .sgSteeringWheelPosition - s * (1 - sgReduceSteeringAccelerationBySpeed * .sgSpeedRate) ' * Sgn(.sgSpeed) '0.1 |
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If .sgSteeringWheelPosition < -1 Then .sgSteeringWheelPosition = -1 |
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Else |
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s = sgSteeringRelease * sgTimeDiff |
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If Abs(.sgSteeringWheelPosition) >= s Then .sgSteeringWheelPosition = .sgSteeringWheelPosition - s * Sgn(.sgSteeringWheelPosition) Else .sgSteeringWheelPosition = 0 |
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End If |
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.sgAngleY = .sgAngleY + .sgSteeringWheelPosition * (sgSpeedRotation - sgReduceSteeringBySpeed * .sgSpeedRate) |
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If .sgAngleY > 360 Then .sgAngleY = .sgAngleY - 360 |
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If .sgAngleY < 0 Then .sgAngleY = .sgAngleY + 360 |
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sgPlayerAngleRad = .sgAngleY * Const_sgDeg2Rad |
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.sgSpeed = .sgSpeed + .sgAcceleration |
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.sgSpeedRate = .sgSpeed / sgMaxSpeedForward |
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sgDX = -Sin(sgPlayerAngleRad) |
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sgDZ = Cos(sgPlayerAngleRad) |
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sgDXMove = .sgSpeed * sgDX * sgTimeDiff |
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sgDZMove = .sgSpeed * sgDZ * sgTimeDiff |
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tpVecPlayerPostion = .GetPosition |
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tpVecPlayerPostion.X = tpVecPlayerPostion.X - sgDXMove |
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tpVecPlayerPostion.Z = tpVecPlayerPostion.Z - sgDZMove |
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sgScale = 1 |
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sgX = Form_D3D.Picture_TrackMap.ScaleWidth / 2 - sgScale * tpVecPlayerPostion.X |
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sgY = Form_D3D.Picture_TrackMap.ScaleHeight / 2 + sgScale * tpVecPlayerPostion.Z |
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If Form_D3D.Picture_TrackMap.Point(sgX, sgY) <> vbBlack Then ' do we drive off road ?) |
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sgGroundBump = Cos(tpVecPlayerPostion.X * 2) * Sin(tpVecPlayerPostion.Z * 2) |
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.sgSpeed = .sgSpeed - 25 * sgTimeDiff * .sgSpeedRate |
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tpVecPlayerPostion.Y = 0.3 * .sgSpeedRate * Abs(sgGroundBump) |
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.sgSteeringWheelPosition = .sgSteeringWheelPosition + 0.1 * .sgSpeedRate * sgGroundBump |
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.bOffroad = True |
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Else |
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tpVecPlayerPostion.Y = 0 |
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.bOffroad = False |
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End If |
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lNextTrackSegment = .lTrackSegment + 1 |
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If lNextTrackSegment > clScene.Col_clTrackSegments.Count Then lNextTrackSegment = 1 |
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lLastTrackSegment = .lTrackSegment - 1 |
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If lLastTrackSegment < 1 Then lLastTrackSegment = clScene.Col_clTrackSegments.Count |
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Set clTrackSegment = clScene.Col_clTrackSegments(lNextTrackSegment) |
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If clTrackSegment.GetSide(tpVecPlayerPostion) Then |
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.lTrackSegment = lNextTrackSegment |
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If .lTrackSegment = 1 Then |
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.lRoundCount = .lRoundCount + 1 |
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If .sgRoundBestTime = 0 Then |
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.sgRoundBestTime = .sgRoundTime |
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ElseIf .sgRoundTime < .sgRoundBestTime Then |
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.sgRoundBestTime = .sgRoundTime |
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End If |
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.sgRoundTime = 0 |
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End If |
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End If |
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If .lTrackSegment = 0 Then |
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.sgRoundTime = 0 |
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Else |
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.sgRoundTime = .sgRoundTime + sgTimeDiff |
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Set clTrackSegment = clScene.Col_clTrackSegments(.lTrackSegment) |
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If Not clTrackSegment.GetSide(tpVecPlayerPostion) Then |
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.lTrackSegment = lLastTrackSegment |
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End If |
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End If |
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.SetPosition tpVecPlayerPostion |
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clD3DDevice.SetTransform D3DTS_VIEW, CreatePlayerViewMatrix |
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End With |
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Next lPlayerIndex |
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End Sub |
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Public Sub RemovePlayer(lPlayerHandle As Long) |
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Col_clPlayers.Remove "p" & lPlayerHandle |
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If lPlayerHandle = lLocalPlayerHandle Then lLocalPlayerHandle = 0 |
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End Sub |
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Public Sub RemoveAllPlayers() |
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Set Col_clPlayers = New Collection |
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lLocalPlayerHandle = 0 |
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End Sub |