Rationalizing the use of scan_radius and making it accessible
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@@ -119,8 +119,8 @@ public:
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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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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
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// Make a tangible.
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//
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@@ -476,6 +476,8 @@ private:
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friend int lfn_tangible_actor(lua_State *L);
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friend int lfn_tangible_place(lua_State *L);
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friend int lfn_tangible_nopredict(lua_State *L);
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friend int lfn_tangible_near(lua_State *L);
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friend int lfn_tangible_scan(lua_State *L);
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};
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using UniqueWorld = std::unique_ptr<World>;
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