fn add_fired_missiles<'a>(&mut self, data: &TrackVisibleData<'a>) {
		for evt in data.player_fire.read(&mut *self.player_fire) {
			for missile in evt.missiles.iter().cloned() {
				let pos = match log_none!(missile, data.pos) {
					Some(x) => *x,
					None => continue,
				};

				let viewed = data.players.rough_collide(HitCircle {
					pos: pos,
					rad: data.config.view_radius.into(),
					ent: missile,
					layer: 0,
				});

				for player in viewed {
					let entry = match self.visible.get_mut(&player) {
						Some(e) => e,
						None => continue,
					};

					entry.insert(VisibleEntry {
						ent: missile,
						ty: EntityType::Missile,
					});
				}
			}
		}
	}
/// Add entries for missiles which have just been
/// fired. Players don't need an update for these
/// since they just got one.
Add entries for missiles which have just been
fired. Players don't need an update for these
since they just got one.
Add entries for missiles which have just been fired . Players don ' t need an update for these since they just got one .
fn add_fired_missiles<'a>(&mut self, data: &TrackVisibleData<'a>) {
		for evt in data.player_fire.read(&mut *self.player_fire) {
			for missile in evt.missiles.iter().cloned() {
				let pos = match log_none!(missile, data.pos) {
					Some(x) => *x,
					None => continue,
				};
				let viewed = data.players.rough_collide(HitCircle {
					pos: pos,
					rad: data.config.view_radius.into(),
					ent: missile,
					layer: 0,
				});
				for player in viewed {
					let entry = match self.visible.get_mut(&player) {
						Some(e) => e,
						None => continue,
					};
					entry.insert(VisibleEntry {
						ent: missile,
						ty: EntityType::Missile,
					});
				}
			}
		}
	}
fn add_fired_missiles < ' a > ( & mut self , data : & TrackVisibleData < ' a > ) { for evt in data . player_fire . read ( & mut * self . player_fire ) { for missile in evt . missiles . iter ( ) . cloned ( ) { let pos = match log_none ! ( missile data pos ) { Some ( x ) => * x , None => continue , } ; let viewed = data . players . rough_collide ( HitCircle { pos : pos , rad : data . config . view_radius . into ( ) , ent : missile , layer : 0 , } ) ; for player in viewed { let entry = match self . visible . get_mut ( & player ) { Some ( e ) => e , None => continue , } ; entry . insert ( VisibleEntry { ent : missile , ty : EntityType :: Missile , } ) ; } } } }
Add entries for missiles which have just been
fired.
Add entries for missiles which have just been fired .
&mut self
data
&TrackVisibleData<'a>
&mut self
data
&TrackVisibleData<'a>