#include "GameObjectLists.hpp" #include "World/CGameLight.hpp" #include "World/CScriptDoor.hpp" #include "World/CScriptPlatform.hpp" #include "World/CScriptCoverPoint.hpp" #include "World/CScriptAiJumpPoint.hpp" #include "World/CPatterned.hpp" #include "Camera/CGameCamera.hpp" #include "TCastTo.hpp" namespace urde { CActorList::CActorList() : CObjectList(EGameObjectList::Actor) {} bool CActorList::IsQualified(const CEntity& ent) { return TCastToConstPtr(ent); } CPhysicsActorList::CPhysicsActorList() : CObjectList(EGameObjectList::PhysicsActor) {} bool CPhysicsActorList::IsQualified(const CEntity& ent) { return TCastToConstPtr(ent); } CGameCameraList::CGameCameraList() : CObjectList(EGameObjectList::GameCamera) {} bool CGameCameraList::IsQualified(const CEntity& ent) { return TCastToConstPtr(ent); } CListeningAiList::CListeningAiList() : CObjectList(EGameObjectList::ListeningAi) {} bool CListeningAiList::IsQualified(const CEntity& ent) { TCastToConstPtr ai(ent); return ai && ai->IsListening(); } CAiWaypointList::CAiWaypointList() : CObjectList(EGameObjectList::AiWaypoint) {} bool CAiWaypointList::IsQualified(const CEntity& ent) { return TCastToConstPtr(ent) || TCastToConstPtr(ent); } CPlatformAndDoorList::CPlatformAndDoorList() : CObjectList(EGameObjectList::PlatformAndDoor) {} bool CPlatformAndDoorList::IsQualified(const CEntity& ent) { return IsDoor(ent) || IsPlatform(ent); } bool CPlatformAndDoorList::IsDoor(const CEntity& ent) { return TCastToConstPtr(ent); } bool CPlatformAndDoorList::IsPlatform(const CEntity& ent) { return TCastToConstPtr(ent); } CGameLightList::CGameLightList() : CObjectList(EGameObjectList::GameLight) {} bool CGameLightList::IsQualified(const CEntity& lt) { return TCastToConstPtr(lt); } }