Overhaul animation queues so the queue is stored as a single encoded string.
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@@ -135,19 +135,11 @@ public:
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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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// get animation queue hashes.
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// get encoded animation queues.
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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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// This is used by the graphics engine to get the animation queues.
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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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// Get the animation queue for the graphics engine.
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//
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// Gets the animation queue of a tangible in a form that can be
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// passed to the graphics engine.
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//
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void get_animation_queue(int64_t tanid, std::vector<EngineWrapper::AnimEntry> *into);
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void get_encoded_animation_queues(uint32_t count, const int64_t *ids, util::SharedStdStringVec &into);
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// Make a tangible.
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//
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