11-24-2012, 11:41 PM
yes ...
void cEntity::Initialize(cWorld * a_World)
{
m_World = a_World;
m_World->AddEntity( this );
MoveToCorrectChunk(true);
}
void cEntity::Initialize(cWorld * a_World)
{
m_World = a_World;
m_World->AddEntity( this );
MoveToCorrectChunk(true);
}