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ps/trunk/source/graphics/ObjectBase.cpp
Show First 20 Lines • Show All 775 Lines • ▼ Show 20 Lines | bool CObjectBase::UsesFile(const VfsPath& pathname) const | ||||
return m_ActorDef.UsesFile(pathname); | return m_ActorDef.UsesFile(pathname); | ||||
} | } | ||||
CActorDef::CActorDef(CObjectManager& objectManager) : m_ObjectManager(objectManager) | CActorDef::CActorDef(CObjectManager& objectManager) : m_ObjectManager(objectManager) | ||||
{ | { | ||||
} | } | ||||
std::set<CStr> CActorDef::PickSelectionsAtRandom(uint32_t seed) const | |||||
{ | |||||
// Use the selections from the highest quality actor - this lets artists maintain compatibility (or not) | |||||
// when going to lower quality levels. | |||||
std::vector<std::set<CStr>> noSelections; | |||||
return GetBase(255)->CalculateRandomRemainingSelections(seed, noSelections); | |||||
} | |||||
std::vector<u8> CActorDef::QualityLevels() const | std::vector<u8> CActorDef::QualityLevels() const | ||||
{ | { | ||||
std::vector<u8> splits; | std::vector<u8> splits; | ||||
splits.reserve(m_ObjectBases.size()); | splits.reserve(m_ObjectBases.size()); | ||||
for (const std::shared_ptr<CObjectBase>& base : m_ObjectBases) | for (const std::shared_ptr<CObjectBase>& base : m_ObjectBases) | ||||
splits.emplace_back(base->m_QualityLevel); | splits.emplace_back(base->m_QualityLevel); | ||||
return splits; | return splits; | ||||
} | } | ||||
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Wildfire Games · Phabricator