Overhaul animation queues so the queue is stored as a single encoded string.

This commit is contained in:
2023-07-26 17:40:20 -04:00
parent 2dff145885
commit b459eedc82
10 changed files with 239 additions and 242 deletions

View File

@@ -135,19 +135,11 @@ public:
//
void get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted, IdVector *into) const;
// get animation queue hashes.
// get encoded animation queues.
//
// This is used by the graphics engine to check if any of the specified
// animation queues has changed in any way.
// This is used by the graphics engine to get the animation queues.
//
void get_animation_queue_hashes(uint32_t count, const int64_t *ids, uint64_t *hashes);
// Get the animation queue for the graphics engine.
//
// Gets the animation queue of a tangible in a form that can be
// passed to the graphics engine.
//
void get_animation_queue(int64_t tanid, std::vector<EngineWrapper::AnimEntry> *into);
void get_encoded_animation_queues(uint32_t count, const int64_t *ids, util::SharedStdStringVec &into);
// Make a tangible.
//