// NetworkTriggerVolume.cpp // Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved. //----------------------------------------------------------------------- #include "serverGame/FirstServerGame.h" #include "NetworkTriggerVolume.h" #include "serverGame/ObserveTracker.h" #include "serverGame/ServerObject.h" //----------------------------------------------------------------------- NetworkTriggerVolume::NetworkTriggerVolume(ServerObject & owner, real radius) : TriggerVolume(owner, radius, NetworkTriggerVolumeNamespace::NetworkTriggerVolumeName, true) { } //----------------------------------------------------------------------- NetworkTriggerVolume::~NetworkTriggerVolume() { } //----------------------------------------------------------------------- bool NetworkTriggerVolume::isNetworkTriggerVolume() const { return true; } //----------------------------------------------------------------------- void NetworkTriggerVolume::virtualOnEnter(ServerObject& object) { // we never observe ourself due to trigger volumes if (&object == &getOwner()) return; Client *client = object.getClient(); if (client) ObserveTracker::onClientEnteredNetworkTriggerVolume(*client, *this); } //----------------------------------------------------------------------- void NetworkTriggerVolume::virtualOnExit(ServerObject& object) { Client *client = object.getClient(); if (client) ObserveTracker::onClientExitedNetworkTriggerVolume(*client, *this); } //-----------------------------------------------------------------------