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source/simulation2/system/ComponentManager.h
Show First 20 Lines • Show All 191 Lines • ▼ Show 20 Lines | public: | ||||
/** | /** | ||||
* Returns a CEntityHandle with id @p ent. | * Returns a CEntityHandle with id @p ent. | ||||
* If @p allowCreate is true and there is no existing CEntityHandle, a new handle will be allocated. | * If @p allowCreate is true and there is no existing CEntityHandle, a new handle will be allocated. | ||||
*/ | */ | ||||
CEntityHandle LookupEntityHandle(entity_id_t ent, bool allowCreate = false); | CEntityHandle LookupEntityHandle(entity_id_t ent, bool allowCreate = false); | ||||
/** | /** | ||||
* Returns true if the entity with id @p ent is alive. | |||||
*/ | |||||
bool EntityIsAlive(entity_id_t ent); | |||||
/** | |||||
* Returns a new entity ID that has never been used before. | * Returns a new entity ID that has never been used before. | ||||
* This affects the simulation state so it must only be called in network-synchronised ways. | * This affects the simulation state so it must only be called in network-synchronised ways. | ||||
*/ | */ | ||||
entity_id_t AllocateNewEntity(); | entity_id_t AllocateNewEntity(); | ||||
/** | /** | ||||
* Returns a new local entity ID that has never been used before. | * Returns a new local entity ID that has never been used before. | ||||
* This entity will not be synchronised over the network, stored in saved games, etc. | * This entity will not be synchronised over the network, stored in saved games, etc. | ||||
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Wildfire Games · Phabricator