Lots of progress on octrees
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@@ -122,10 +122,10 @@ public:
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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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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// 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) 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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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted) const;
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// Make a tangible.
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//
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