1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-15 19:49:54 +00:00
openmw-tes3mp/apps/openmw/mwmp/DedicatedActor.hpp
David Cernat e00ee1425a [Client] Reload DedicatedActor ptrs when setting their active spells
This makes the spells' visual effects appear correctly.
2021-05-07 18:15:39 +02:00

48 lines
1.2 KiB
C++

#ifndef OPENMW_DEDICATEDACTOR_HPP
#define OPENMW_DEDICATEDACTOR_HPP
#include <components/openmw-mp/Base/BaseActor.hpp>
#include "../mwmechanics/aisequence.hpp"
#include "../mwworld/manualref.hpp"
namespace mwmp
{
class DedicatedActor : public BaseActor
{
public:
DedicatedActor();
virtual ~DedicatedActor();
void update(float dt);
void move(float dt);
void setCell(MWWorld::CellStore *cellStore);
void setMovementSettings();
void setPosition();
void setAnimFlags();
void setStatsDynamic();
void setEquipment();
void setAi();
void playAnimation();
void playSound();
bool hasItem(std::string itemId, int charge);
void equipItem(std::string itemId, int charge, bool noSound = false);
void addSpellsActive();
void removeSpellsActive();
void setSpellsActive();
MWWorld::Ptr getPtr();
void setPtr(const MWWorld::Ptr& newPtr);
void reloadPtr();
private:
MWWorld::Ptr ptr;
bool hasReceivedInitialEquipment;
bool hasChangedCell;
};
}
#endif //OPENMW_DEDICATEDACTOR_HPP