Searched refs:m_active_projectiles (Results 1 – 2 of 2) sorted by relevance
86 m_active_projectiles.clear(); in cleanup()103 for (auto& p : m_active_projectiles) in updateGraphics()140 auto p = m_active_projectiles.begin(); in updateServer()141 while (p != m_active_projectiles.end()) in updateServer()177 auto it = m_active_projectiles.find(uid); in newProjectile()179 if (it != m_active_projectiles.end()) in newProjectile()205 m_active_projectiles[uid] = f; in newProjectile()222 for (auto i = m_active_projectiles.begin(); i != m_active_projectiles.end(); i++) in projectileIsClose()246 for (auto i = m_active_projectiles.begin(); i != m_active_projectiles.end(); i++) in getNearbyProjectileCount()269 for (auto i = m_active_projectiles.begin(); i != m_active_projectiles.end(); i++) in getBasketballPositions()[all …]
52 std::map<std::string, std::shared_ptr<Flyable> > m_active_projectiles; member in ProjectileManager99 { m_active_projectiles[uid] = f; } in addByUID()102 { m_active_projectiles.erase(uid); } in removeByUID()