Add drv_get_aniamtion_queue hashes
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@@ -120,20 +120,27 @@ 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 (but still include the player himself).
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// The unsorted version returns the tangibles in an unpredictable order. If sorted
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// is false, return them in an unpredictable order.
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// Get a list of tangibles in any arbitrary region.
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//
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void get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted, IdVector *into) const;
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void get_near(PlaneScan &sc, IdVector *into) const;
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// get_near
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//
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// Get a list of tangibles in any arbitrary region. This differs from
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// PlaneMap::scan in that if the scan specifies a 'near', then the plane
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// and center of the scan are updated from the near tangible.
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// Get a list of the tangibles that are near the player. If
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// 'exclude_nowhere' is true, exclude any tangibles on the nowhere plane
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// (but still include the player himself). The unsorted version returns the
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// tangibles in an unpredictable order. If sorted is false, return them in
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// an unpredictable order. This is a thin wrapper around the more general
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// form of 'get_near', above.
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//
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void get_near(PlaneScan &sc, IdVector *into) const;
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void get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted, IdVector *into) const;
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// get animation queue hashes.
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//
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// This is used by the graphics engine to check if any of the specified
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// animation queues has changed in any way.
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//
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void get_animation_queue_hashes(uint32_t count, const int64_t *ids, uint64_t *hashes);
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// Make a tangible.
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//
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