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@ -155,7 +155,7 @@ namespace MWWorld
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const std::vector<std::string>& content, ContentLoader& contentLoader);
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const std::vector<std::string>& content, ContentLoader& contentLoader);
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float mSwimHeightScale;
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float mSwimHeightScale;
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bool isUnderwater(const MWWorld::Ptr &object, const float heightRatio) const;
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bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
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///< helper function for implementing isSwimming(), isSubmerged(), isWading()
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///< helper function for implementing isSwimming(), isSubmerged(), isWading()
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bool mTeleportEnabled;
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bool mTeleportEnabled;
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@ -269,7 +269,7 @@ namespace MWWorld
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virtual Ptr searchPtrViaActorId (int actorId);
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virtual Ptr searchPtrViaActorId (int actorId);
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///< Search is limited to the active cells.
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///< Search is limited to the active cells.
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virtual MWWorld::Ptr findContainer (const MWWorld::Ptr& ptr);
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virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr);
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///< Return a pointer to a liveCellRef which contains \a ptr.
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///< Return a pointer to a liveCellRef which contains \a ptr.
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/// \note Search is limited to the active cells.
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/// \note Search is limited to the active cells.
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@ -464,10 +464,10 @@ namespace MWWorld
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virtual bool isFlying(const MWWorld::Ptr &ptr) const;
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virtual bool isFlying(const MWWorld::Ptr &ptr) const;
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virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
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virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
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///Is the head of the creature underwater?
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///Is the head of the creature underwater?
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virtual bool isSubmerged(const MWWorld::Ptr &object) const;
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virtual bool isSubmerged(const MWWorld::ConstPtr &object) const;
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virtual bool isSwimming(const MWWorld::Ptr &object) const;
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virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
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virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
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virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
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virtual bool isWading(const MWWorld::Ptr &object) const;
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virtual bool isWading(const MWWorld::ConstPtr &object) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
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@ -500,14 +500,14 @@ namespace MWWorld
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/// @note throws an exception when invoked on a teleport door
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/// @note throws an exception when invoked on a teleport door
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virtual void activateDoor(const MWWorld::Ptr& door, int state);
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virtual void activateDoor(const MWWorld::Ptr& door, int state);
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virtual bool getPlayerStandingOn (const MWWorld::Ptr& object); ///< @return true if the player is standing on \a object
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virtual bool getPlayerStandingOn (const MWWorld::ConstPtr& object); ///< @return true if the player is standing on \a object
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virtual bool getActorStandingOn (const MWWorld::Ptr& object); ///< @return true if any actor is standing on \a object
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virtual bool getActorStandingOn (const MWWorld::ConstPtr& object); ///< @return true if any actor is standing on \a object
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virtual bool getPlayerCollidingWith(const MWWorld::Ptr& object); ///< @return true if the player is colliding with \a object
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virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object); ///< @return true if the player is colliding with \a object
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virtual bool getActorCollidingWith (const MWWorld::Ptr& object); ///< @return true if any actor is colliding with \a object
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virtual bool getActorCollidingWith (const MWWorld::ConstPtr& object); ///< @return true if any actor is colliding with \a object
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virtual void hurtStandingActors (const MWWorld::Ptr& object, float dmgPerSecond);
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virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
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///< Apply a health difference to any actors standing on \a object.
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///< Apply a health difference to any actors standing on \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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virtual void hurtCollidingActors (const MWWorld::Ptr& object, float dmgPerSecond);
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virtual void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
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///< Apply a health difference to any actors colliding with \a object.
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///< Apply a health difference to any actors colliding with \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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