The SS_DEFINETEAM() macro does 3 things:
enum uObjectType
{
ot_starship,
ot_ball,
ot_goal,
ot_bullet
};
Object Attribute | Description |
id | The unique ID of the object. Every object created gets a unique ID
that you can use to track the same object across calls.
Do not rely on the pointer to the object array being the same across calls. |
type | The type of the object. How else could you tell them apart? |
teamID | The unique ID of the team the object is on.
The team number of the ball is undefined. |
x, y | The location of the object, in metres.
Positive x is to the right, positive y is up. |
vx, vy | The velocity of the object, in metres/second |
heading | The direction the object is pointing, in radians. 0 radians is the
positive x axis (to the right), PI/2 radians is the positive y axis (up).
Note that the heading of the object is not the direction the object is moving! |
radius | The radius of the object's bounding circle in metres |
mass | The mass of the object, in kilograms |
uStarshipAction Values: sa_none, sa_turnLeft, sa_turnRight, sa_fire, sa_thrust.
This allows you to call functions you've added to your team from your starships more easily.