More refactoring and cleanup
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@@ -115,8 +115,8 @@ public:
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// get_near
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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// true, exclude any tangibles on the nowhere plane. The unsorted version returns
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// the tangibles in an unpredictable order.
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// true, exclude any tangibles on the nowhere plane (but still include the player himself).
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// The unsorted version returns the tangibles in an unpredictable order.
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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
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@@ -290,6 +290,10 @@ public:
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//
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std::string tangible_ids_debug_string() const;
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// Get a list of all tangibles near the target as a string.
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//
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std::string tangibles_near_debug_string(int64_t actor, int64_t distance);
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// Shows the TID (table ID) of the tables that were numbered.
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// TIDs are in alphabetical order. Any table without a TID
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// shows up as "unknown"
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