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Not hooked up yet with the rest of the code, this just adds the needed files in compilable form.
48 lines
993 B
C++
48 lines
993 B
C++
#pragma once
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#include <stddef.h>
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#include <stdint.h>
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#include "dobject.h"
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#include "m_fixed.h"
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#include "m_random.h"
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class FScanner;
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class FInternalLightAssociation;
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struct FActorInfo
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{
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TArray<FInternalLightAssociation *> LightAssociations;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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int TypeNum = -1;
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FActorInfo() = default;
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FActorInfo(const FActorInfo & other) = delete;
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};
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// No objects of this type will be created ever - its only use is to static_cast
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// PClass to it.
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class PClassActor : public PClass
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{
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protected:
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public:
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static void StaticInit ();
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void BuildDefaults();
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void ApplyDefaults(uint8_t *defaults);
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bool SetReplacement(FName replaceName);
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void InitializeDefaults();
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FActorInfo *ActorInfo() const
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{
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return (FActorInfo*)Meta;
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}
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PClassActor *GetReplacement();
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PClassActor *GetReplacee();
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// For those times when being able to scan every kind of actor is convenient
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inline static TArray<PClassActor *> AllActorClasses;
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};
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