Redesign of animation queue for unreal, add get_tangibles_near to drivenengine
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@@ -125,16 +125,24 @@ public:
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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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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted) 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_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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//
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void get_near(PlaneScan &sc, IdVector *into) const;
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// Make a tangible.
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//
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// You must provide a valid previously-unused ID. Otherwise, leaves the lua
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// stack untouched. Returns a pointer to the C++ part of the tangible, and
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// optionally stores the Lua part in a stack slot.
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//
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Tangible *tangible_make(const LuaCoreStack &LS0, LuaSlot tan, int64_t id, const eng::string &plane);
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Tangible *tangible_make(int64_t id, const eng::string &plane);
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Tangible *tangible_make(const LuaCoreStack &LS0, LuaSlot tan, int64_t id);
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Tangible *tangible_make(int64_t id);
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// Get a pointer to the specified tangible.
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//
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@@ -362,9 +370,17 @@ public:
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//
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////////////////////////////////////////////////////////////////////////////
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// Clear the animation queue and remove all persistent state.
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//
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void tangible_clear_anim_queue_to_empty(int64_t id);
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// Clear the animation queue to a reasonable starting position.
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//
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void tangible_clear_plane_and_xyz(int64_t id, const eng::string &plane, const util::DXYZ &xyz);
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// Add a 'walkto' animation to the specified tangible.
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//
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void tangible_walkto(int64_t id, int64_t animid, float x, float y);
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void tangible_walkto(int64_t id, float x, float y);
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// Get the tangible's animation queue as a debug string.
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//
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