FalloutStrategy/FalloutEngine/FoWManager.cpp
FoWEntity* FoWManager::CreateFoWEntity(iPoint pos, bool providesVisibility)
{
	FoWEntity* entity = nullptr;

	pos = App->map->MapToWorld(pos.x, pos.y);

	entity = new FoWEntity(pos, providesVisibility);

	if (entity != nullptr) {
		fowEntities.push_back(entity);
	}

	return entity;
}
//Given a position and a flag, create a new entity and return a pointer to it (or nullptr if something has gone wrong)
//Note that the FoWManager needs to know about the entity we are creating, try to find where the FoWManager module stores all the FoWEntities and add it there
Given a position and a flag, create a new entity and return a pointer to it (or nullptr if something has gone wrong)
Note that the FoWManager needs to know about the entity we are creating, try to find where the FoWManager module stores all the FoWEntities and add it there
Given a position and a flag create a new entity and return a pointer to it ( or nullptr if something has gone wrong ) Note that the FoWManager needs to know about the entity we are creating try to find where the FoWManager module stores all the FoWEntities and add it there
FoWEntity* FoWManager::CreateFoWEntity(iPoint pos, bool providesVisibility)
{
	FoWEntity* entity = nullptr;
	pos = App->map->MapToWorld(pos.x, pos.y);
	entity = new FoWEntity(pos, providesVisibility);
	if (entity != nullptr) {
		fowEntities.push_back(entity);
	}
	return entity;
}
FoWEntity * FoWManager :: CreateFoWEntity ( iPoint pos , bool providesVisibility ) { FoWEntity * entity = nullptr ; pos = App -> map -> MapToWorld ( pos . x , pos . y ) ; entity = new FoWEntity ( pos , providesVisibility ) ; if ( entity != nullptr ) { fowEntities . push_back ( entity ) ; } return entity ; }
Given a position and a flag, create a new entity and return a pointer to it (or nullptr if something has gone wrong)
Note that the FoWManager needs to know about the entity we are creating, try to find where the FoWManager module stores all the FoWEntities and add it there
Given a position and a flag create a new entity and return a pointer to it ( or nullptr if something has gone wrong ) Note that the FoWManager needs to know about the entity we are creating try to find where the FoWManager module stores all the FoWEntities and add it there