#include "CEntity.hpp" #include "CStateManager.hpp" namespace urde { const std::vector CEntity::NullConnectionList; CEntity::CEntity(TUniqueId uniqueId, const CEntityInfo& info, bool active, const std::string& name) : x4_areaId(info.GetAreaId()), x8_uid(uniqueId), xc_editorId(info.GetEditorId()), x10_name(name), x20_conns(info.GetConnectionList()), x30_24_active(active) {} void CEntity::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr) { switch (msg) { case EScriptObjectMessage::Activate: if (!GetActive()) { SetActive(true); SendScriptMsgs(EScriptObjectState::Active, stateMgr, EScriptObjectMessage::None); } break; case EScriptObjectMessage::Deactivate: if (GetActive()) { SetActive(false); SendScriptMsgs(EScriptObjectState::Inactive, stateMgr, EScriptObjectMessage::None); } break; case EScriptObjectMessage::ToggleActive: if (GetActive()) { SetActive(false); SendScriptMsgs(EScriptObjectState::Inactive, stateMgr, EScriptObjectMessage::None); } else { SetActive(true); SendScriptMsgs(EScriptObjectState::Active, stateMgr, EScriptObjectMessage::None); } break; default: break; } } void CEntity::SendScriptMsgs(EScriptObjectState state, CStateManager& stateMgr, EScriptObjectMessage skipMsg) { for (const SConnection& conn : x20_conns) if (conn.x0_state == state && conn.x4_msg != skipMsg) stateMgr.SendScriptMsg(x8_uid, conn.x8_objId, conn.x4_msg, state); } }