mirror of https://github.com/AxioDL/metaforce.git
55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
#include "Runtime/GameObjectLists.hpp"
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#include "Runtime/Camera/CGameCamera.hpp"
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#include "Runtime/World/CGameLight.hpp"
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#include "Runtime/World/CPatterned.hpp"
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#include "Runtime/World/CScriptAiJumpPoint.hpp"
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#include "Runtime/World/CScriptCoverPoint.hpp"
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#include "Runtime/World/CScriptDoor.hpp"
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#include "Runtime/World/CScriptPlatform.hpp"
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#include "TCastTo.hpp" // Generated file, do not modify include path
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namespace urde {
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CActorList::CActorList() : CObjectList(EGameObjectList::Actor) {}
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bool CActorList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CActor>(ent).IsValid(); }
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CPhysicsActorList::CPhysicsActorList() : CObjectList(EGameObjectList::PhysicsActor) {}
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bool CPhysicsActorList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CPhysicsActor>(ent).IsValid(); }
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CGameCameraList::CGameCameraList() : CObjectList(EGameObjectList::GameCamera) {}
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bool CGameCameraList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CGameCamera>(ent).IsValid(); }
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CListeningAiList::CListeningAiList() : CObjectList(EGameObjectList::ListeningAi) {}
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bool CListeningAiList::IsQualified(const CEntity& ent) const {
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const TCastToConstPtr<CAi> ai(ent);
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return ai && ai->IsListening();
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}
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CAiWaypointList::CAiWaypointList() : CObjectList(EGameObjectList::AiWaypoint) {}
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bool CAiWaypointList::IsQualified(const CEntity& ent) const {
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return TCastToConstPtr<CScriptCoverPoint>(ent) || TCastToConstPtr<CScriptAiJumpPoint>(ent);
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}
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CPlatformAndDoorList::CPlatformAndDoorList() : CObjectList(EGameObjectList::PlatformAndDoor) {}
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bool CPlatformAndDoorList::IsQualified(const CEntity& ent) const { return IsDoor(ent) || IsPlatform(ent); }
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bool CPlatformAndDoorList::IsDoor(const CEntity& ent) const { return TCastToConstPtr<CScriptDoor>(ent).IsValid(); }
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bool CPlatformAndDoorList::IsPlatform(const CEntity& ent) const {
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return TCastToConstPtr<CScriptPlatform>(ent).IsValid();
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}
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CGameLightList::CGameLightList() : CObjectList(EGameObjectList::GameLight) {}
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bool CGameLightList::IsQualified(const CEntity& lt) const { return TCastToConstPtr<CGameLight>(lt).IsValid(); }
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} // namespace urde
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