]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Changed where AI is stored, adjusted to work with Multiplayer
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index 9a44ff37f16629945ff18469cf4e862935903167..2d4c95c381eedff50bb6f32726d691f7643a7c70 100644 (file)
@@ -445,6 +445,8 @@ namespace CarFire
             */\r
         }\r
 \r
+        public AI AIData { get { return mAIData; } }\r
+\r
         public long CurrentFrameNumber\r
         {\r
             get { return State.FrameNumber; }\r
@@ -492,6 +494,7 @@ namespace CarFire
         {\r
             State.AdvanceFrame(mInputs, elapsedTime.Milliseconds);  // Apply the inputs, advance game state.\r
             State.mDisplay.Update(elapsedTime, mThisPlayerID);\r
+            /*\r
             State.Entities.ForEach(delegate(IEntity e) \r
             {\r
                 IMonster m = e as IMonster;\r
@@ -508,7 +511,8 @@ namespace CarFire
                 }\r
                 e.Update(elapsedTime); \r
             });\r
-            //State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
+             */\r
+            State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
             mInputs = new NextInputs(State.NumberOfPlayers);  // Start with inputs cleared on the next frame.\r
             //mDisplay.Update(elapsedTime);\r
             return State.FrameNumber;\r
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