Rationalizing the use of scan_radius and making it accessible

This commit is contained in:
2021-11-23 16:10:48 -05:00
parent c75ba3b3a8
commit 8c871a9f40
10 changed files with 109 additions and 110 deletions

View File

@@ -119,8 +119,8 @@ public:
// true, exclude any tangibles on the nowhere plane (but still include the player himself).
// The unsorted version returns the tangibles in an unpredictable order.
//
IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
// Make a tangible.
//
@@ -476,6 +476,8 @@ private:
friend int lfn_tangible_actor(lua_State *L);
friend int lfn_tangible_place(lua_State *L);
friend int lfn_tangible_nopredict(lua_State *L);
friend int lfn_tangible_near(lua_State *L);
friend int lfn_tangible_scan(lua_State *L);
};
using UniqueWorld = std::unique_ptr<World>;