Tidy up indentation

new-script-api
AnyOldName3 7 years ago
parent 2abff22c08
commit f3e6b26e6b

@ -528,25 +528,25 @@ namespace MWWorld
void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors standing on \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors colliding with \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
float getWindSpeed() override;
float getWindSpeed() override;
void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all containers in active cells owned by this Npc
void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all items in active cells owned by this Npc
bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
///< get Line of Sight (morrowind stupid implementation)
float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
int canRest() override;
int canRest() override;
///< check if the player is allowed to rest \n
/// 0 - yes \n
/// 1 - only waiting \n
@ -554,132 +554,132 @@ namespace MWWorld
/// 3 - enemies are nearby (not implemented)
/// \todo Probably shouldn't be here
MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
void reattachPlayerCamera() override;
MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
void reattachPlayerCamera() override;
/// \todo this does not belong here
void screenshot (osg::Image* image, int w, int h) override;
void screenshot (osg::Image* image, int w, int h) override;
/// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise
bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
/// Find position in interior cell near door entrance
/// \return false if interior with given name not exists, true otherwise
bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
void enableTeleporting(bool enable) override;
void enableTeleporting(bool enable) override;
/// Returns true if teleport spell effects are allowed.
bool isTeleportingEnabled() const override;
bool isTeleportingEnabled() const override;
/// Enables or disables use of levitation spell effect.
void enableLevitation(bool enable) override;
void enableLevitation(bool enable) override;
/// Returns true if levitation spell effect is allowed.
bool isLevitationEnabled() const override;
bool isLevitationEnabled() const override;
bool getGodModeState() override;
bool getGodModeState() override;
bool toggleGodMode() override;
bool toggleGodMode() override;
bool toggleScripts() override;
bool getScriptsEnabled() const override;
bool toggleScripts() override;
bool getScriptsEnabled() const override;
/**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor
* @return true if the spell can be casted (i.e. the animation should start)
*/
bool startSpellCast (const MWWorld::Ptr& actor) override;
bool startSpellCast (const MWWorld::Ptr& actor) override;
/**
* @brief Cast the actual spell, should be called mid-animation
* @param actor
*/
void castSpell (const MWWorld::Ptr& actor) override;
void castSpell (const MWWorld::Ptr& actor) override;
void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
const std::vector<std::string>& getContentFiles() const override;
const std::vector<std::string>& getContentFiles() const override;
void breakInvisibility (const MWWorld::Ptr& actor) override;
void breakInvisibility (const MWWorld::Ptr& actor) override;
// Are we in an exterior or pseudo-exterior cell and it's night?
bool isDark() const override;
bool isDark() const override;
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
/// @note id must be lower case
void teleportToClosestMarker (const MWWorld::Ptr& ptr,
void teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id) override;
/// List all references (filtered by \a type) detected by \a ptr. The range
/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers.
void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
DetectionType type) override;
/// Update the value of some globals according to the world state, which may be used by dialogue entries.
/// This should be called when initiating a dialogue.
void updateDialogueGlobals() override;
void updateDialogueGlobals() override;
/// Moves all stolen items from \a ptr to the closest evidence chest.
void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
void goToJail () override;
void goToJail () override;
/// Spawn a random creature from a levelled list next to the player
void spawnRandomCreature(const std::string& creatureList) override;
/// Spawn a blood effect for \a ptr at \a worldPosition
void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
const bool fromProjectile=false) override;
void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
/// @see MWWorld::WeatherManager::isInStorm
bool isInStorm() const override;
bool isInStorm() const override;
/// @see MWWorld::WeatherManager::getStormDirection
osg::Vec3f getStormDirection() const override;
osg::Vec3f getStormDirection() const override;
/// Resets all actors in the current active cells to their original location within that cell.
void resetActors() override;
void resetActors() override;
bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
/// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and target.
osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
/// Return the distance between actor's weapon and target's collision box.
float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
bool isPlayerInJail() const override;
bool isPlayerInJail() const override;
/// Return terrain height at \a worldPos position.
float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
/// Return physical or rendering half extents of the given actor.
osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
/// Export scene graph to a file and return the filename.
/// \param ptr object to export scene graph for (if empty, export entire scene graph)
std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
/// Preload VFX associated with this effect list
void preloadEffects(const ESM::EffectList* effectList) override;
void preloadEffects(const ESM::EffectList* effectList) override;
};
}

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