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source/simulation2/components/ICmpUnitRenderer.h
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{ | { | ||||
ACTOR_ONLY = 1 << 0, | ACTOR_ONLY = 1 << 0, | ||||
VISIBLE_IN_ATLAS_ONLY = 1 << 1, | VISIBLE_IN_ATLAS_ONLY = 1 << 1, | ||||
}; | }; | ||||
virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0; | virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0; | ||||
virtual void RemoveUnit(tag_t tag) = 0; | virtual void RemoveUnit(tag_t tag) = 0; | ||||
virtual void AddRagDoll() = 0; | |||||
virtual void RemoveRagDoll() = 0; | |||||
virtual bool CanAddRagDoll() = 0; | |||||
wraitii: You need those | |||||
Done Inline Actionsvirtual bool CanAddCorpse() const = 0;. vladislavbelov: `virtual bool CanAddCorpse() const = 0;`. | |||||
virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0; | virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0; | ||||
virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0; | virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0; | ||||
/** | /** | ||||
* Return a list of visual entities along with their center point. | * Return a list of visual entities along with their center point. | ||||
* Visual means they have an associated actor and a visual component, | * Visual means they have an associated actor and a visual component, | ||||
* but they could still be hiden in the fog of war for a specific player, | * but they could still be hiden in the fog of war for a specific player, | ||||
Show All 23 Lines |
Wildfire Games · Phabricator
You need those