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 A new design pattern
 keprast Member #16,794 January 2018 I use this model to distinguish between different players.But, you know, I am a learner, I do not expect excessively high efficiency.I just want to know, is it feasible?Can he tell the difference between different players?C + + entry, obviously can not tell me.I need a living enthusiastic person.```if (player_bullet_num_max[player_id] == 35) { bulxyl_01[gun_id[player_id]][player_id][(Bullet_box_num[gun_id[player_id]][player_id] - 1)].bullet_hp = 100; bulxyl_01[gun_id[player_id]][player_id][(Bullet_box_num[gun_id[player_id]][player_id] - 1)].bullet_x = /*gun x*/; bulxyl_01[gun_id[player_id]][player_id][(Bullet_box_num[gun_id[player_id]][player_id] - 1)].bullet_y = /*gun y*/; bulxyl_01[gun_id[player_id]][player_id][(Bullet_box_num[gun_id[player_id]][player_id] - 1)].bullet_arc = /*gun arc*/; } ```
 NiteHackr Member #2,229 April 2002 For shooting bullets, I would create a list of bullets and everytime you shoot, add that bullet to the list. The list could contain all the information you need about each bullet if need be. I am a C programmer, and have my own vector style implementation for C. For C++ you could use vector's to easily add new bullets to a list.
 keprast Member #16,794 January 2018 @Neil RoyLuckily, we have a common idea. This is only part of "numerical transfer".I created a separate array for use throughout.
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