forked from mirror/openmw-tes3mp
Use LibFFI for Public & Timer APIs Use "PlayerId" type instead "unsigned short" Add GetPluginDir() function
678 lines
23 KiB
C
678 lines
23 KiB
C
#ifndef OPENMW_ACTORAPI_HPP
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#define OPENMW_ACTORAPI_HPP
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#include "../api.h"
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NAMESPACE_BEGIN(ActorFunctions)
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/**
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* \brief Use the last actor list received by the server as the one being read.
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*
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* \return void
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*/
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API_FUNCTION void CDECL ReadReceivedActorList() NOEXCEPT;
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/**
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* \brief Use the temporary actor list stored for a cell as the one being read.
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*
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* This type of actor list is used to store actor positions and dynamic stats and is deleted
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* when the cell is unloaded.
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*
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* \param cellDescription The description of the cell whose actor list should be read.
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* \return void
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*/
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API_FUNCTION void CDECL ReadCellActorList(const char* cellDescription) NOEXCEPT;
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/**
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* \brief Clear the data from the actor list stored on the server.
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*
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* \return void
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*/
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API_FUNCTION void CDECL ClearActorList() NOEXCEPT;
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/**
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* \brief Set the pid attached to the ActorList.
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*
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* \param pid The player ID to whom the actor list should be attached.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorListPid(PlayerId pid) NOEXCEPT;
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/**
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* \brief Take the contents of the read-only actor list last received by the
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* server from a player and move its contents to the stored object list
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* that can be sent by the server.
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*
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* \return void
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*/
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API_FUNCTION void CDECL CopyReceivedActorListToStore() NOEXCEPT;
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/**
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* \brief Get the number of indexes in the read actor list.
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*
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* \return The number of indexes.
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*/
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API_FUNCTION unsigned int CDECL GetActorListSize() NOEXCEPT;
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/**
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* \brief Get the action type used in the read actor list.
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*
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* \return The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
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*/
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API_FUNCTION unsigned char CDECL GetActorListAction() NOEXCEPT;
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/**
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* \brief Get the cell description of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The cell description.
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*/
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API_FUNCTION const char *CDECL GetActorCell(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the refId of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refId.
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*/
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API_FUNCTION const char *CDECL GetActorRefId(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the refNum of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refNum.
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*/
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API_FUNCTION unsigned int CDECL GetActorRefNum(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the mpNum of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The mpNum.
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*/
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API_FUNCTION unsigned int CDECL GetActorMpNum(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the X position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The X position.
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*/
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API_FUNCTION double CDECL GetActorPosX(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the Y position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Y position.
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*/
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API_FUNCTION double CDECL GetActorPosY(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the Z position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Z position.
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*/
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API_FUNCTION double CDECL GetActorPosZ(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the X rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The X rotation.
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*/
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API_FUNCTION double CDECL GetActorRotX(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the Y rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Y rotation.
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*/
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API_FUNCTION double CDECL GetActorRotY(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the Z rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Z rotation.
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*/
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API_FUNCTION double CDECL GetActorRotZ(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the base health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base health.
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*/
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API_FUNCTION double CDECL GetActorHealthBase(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the current health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current health.
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*/
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API_FUNCTION double CDECL GetActorHealthCurrent(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the modified health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified health.
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*/
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API_FUNCTION double CDECL GetActorHealthModified(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the base magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base magicka.
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*/
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API_FUNCTION double CDECL GetActorMagickaBase(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the current magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current magicka.
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*/
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API_FUNCTION double CDECL GetActorMagickaCurrent(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the modified magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified magicka.
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*/
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API_FUNCTION double CDECL GetActorMagickaModified(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the base fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base fatigue.
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*/
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API_FUNCTION double CDECL GetActorFatigueBase(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the current fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current fatigue.
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*/
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API_FUNCTION double CDECL GetActorFatigueCurrent(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the modified fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified fatigue.
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*/
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API_FUNCTION double CDECL GetActorFatigueModified(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the refId of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The refId.
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*/
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API_FUNCTION const char *CDECL GetActorEquipmentItemRefId(unsigned int index, unsigned short slot) NOEXCEPT;
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/**
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* \brief Get the count of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The item count.
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*/
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API_FUNCTION int CDECL GetActorEquipmentItemCount(unsigned int index, unsigned short slot) NOEXCEPT;
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/**
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* \brief Get the charge of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The charge.
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*/
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API_FUNCTION int CDECL GetActorEquipmentItemCharge(unsigned int index, unsigned short slot) NOEXCEPT;
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/**
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* \brief Get the enchantment charge of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The enchantment charge.
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*/
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API_FUNCTION double CDECL GetActorEquipmentItemEnchantmentCharge(unsigned int index, unsigned short slot) NOEXCEPT;
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/**
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* \brief Check whether the killer of the actor at a certain index in the read actor list is a player.
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*
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* \param index The index of the actor.
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* \return Whether the actor was killed by a player.
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*/
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API_FUNCTION bool CDECL DoesActorHavePlayerKiller(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the player ID of the killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The player ID of the killer.
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*/
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API_FUNCTION int CDECL GetActorKillerPid(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the refId of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refId of the killer.
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*/
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API_FUNCTION const char *CDECL GetActorKillerRefId(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the refNum of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refNum of the killer.
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*/
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API_FUNCTION unsigned int CDECL GetActorKillerRefNum(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the mpNum of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The mpNum of the killer.
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*/
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API_FUNCTION unsigned int CDECL GetActorKillerMpNum(unsigned int index) NOEXCEPT;
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/**
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* \brief Get the name of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The name of the killer.
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*/
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API_FUNCTION const char *CDECL GetActorKillerName(unsigned int index) NOEXCEPT;
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/**
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* \brief Check whether there is any positional data for the actor at a certain index in
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* the read actor list.
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*
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* This is only useful when reading the actor list data recorded for a particular cell.
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*
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* \param index The index of the actor.
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* \return Whether the read actor list contains positional data.
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*/
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API_FUNCTION bool CDECL DoesActorHavePosition(unsigned int index) NOEXCEPT;
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/**
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* \brief Check whether there is any dynamic stats data for the actor at a certain index in
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* the read actor list.
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*
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* This is only useful when reading the actor list data recorded for a particular cell.
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*
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* \param index The index of the actor.
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* \return Whether the read actor list contains dynamic stats data.
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*/
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API_FUNCTION bool CDECL DoesActorHaveStatsDynamic(unsigned int index) NOEXCEPT;
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/**
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* \brief Set the cell of the temporary actor list stored on the server.
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*
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* The cell is determined to be an exterior cell if it fits the pattern of a number followed
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* by a comma followed by another number.
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*
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* \param cellDescription The description of the cell.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorListCell(const char* cellDescription) NOEXCEPT;
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/**
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* \brief Set the action type of the temporary actor list stored on the server.
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*
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* \param action The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
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* \return void
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*/
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API_FUNCTION void CDECL SetActorListAction(unsigned char action) NOEXCEPT;
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/**
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* \brief Set the cell of the temporary actor stored on the server.
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*
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* Used for ActorCellChange packets, where a specific actor's cell now differs from that of the
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* actor list.
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*
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* The cell is determined to be an exterior cell if it fits the pattern of a number followed
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* by a comma followed by another number.
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*
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* \param cellDescription The description of the cell.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorCell(const char* cellDescription) NOEXCEPT;
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/**
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* \brief Set the refId of the temporary actor stored on the server.
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*
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* \param refId The refId.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorRefId(const char* refId) NOEXCEPT;
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/**
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* \brief Set the refNum of the temporary actor stored on the server.
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*
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* \param refNum The refNum.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorRefNum(int refNum) NOEXCEPT;
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/**
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* \brief Set the mpNum of the temporary actor stored on the server.
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*
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* \param mpNum The mpNum.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorMpNum(int mpNum) NOEXCEPT;
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/**
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* \brief Set the position of the temporary actor stored on the server.
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*
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* \param x The X position.
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* \param y The Y position.
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* \param z The Z position.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorPosition(double x, double y, double z) NOEXCEPT;
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/**
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* \brief Set the rotation of the temporary actor stored on the server.
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*
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* \param x The X rotation.
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* \param y The Y rotation.
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* \param z The Z rotation.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorRotation(double x, double y, double z) NOEXCEPT;
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/**
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* \brief Set the base health of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorHealthBase(double value) NOEXCEPT;
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/**
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* \brief Set the current health of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorHealthCurrent(double value) NOEXCEPT;
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/**
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* \brief Set the modified health of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorHealthModified(double value) NOEXCEPT;
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/**
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* \brief Set the base magicka of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorMagickaBase(double value) NOEXCEPT;
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/**
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* \brief Set the current magicka of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorMagickaCurrent(double value) NOEXCEPT;
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/**
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* \brief Set the modified magicka of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorMagickaModified(double value) NOEXCEPT;
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/**
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* \brief Set the base fatigue of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorFatigueBase(double value) NOEXCEPT;
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/**
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* \brief Set the current fatigue of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorFatigueCurrent(double value) NOEXCEPT;
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/**
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* \brief Set the modified fatigue of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorFatigueModified(double value) NOEXCEPT;
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/**
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* \brief Set the sound of the temporary actor stored on the server.
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*
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* \param sound The sound.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorSound(const char* sound) NOEXCEPT;
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/**
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* \brief Set the AI action of the temporary actor stored on the server.
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*
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* \param action The new action.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAIAction(unsigned int action) NOEXCEPT;
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/**
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* \brief Set a player as the AI target of the temporary actor stored on the server.
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*
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* \param pid The player ID.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAITargetToPlayer(PlayerId pid) NOEXCEPT;
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/**
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* \brief Set another object as the AI target of the temporary actor stored on the server.
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*
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* \param refNum The refNum of the target object.
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* \param mpNum The mpNum of the target object.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAITargetToObject(int refNum, int mpNum) NOEXCEPT;
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/**
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* \brief Set the coordinates for the AI package associated with the current AI action.
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*
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* \param x The X coordinate.
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* \param y The Y coordinate.
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* \param z The Z coordinate.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAICoordinates(double x, double y, double z) NOEXCEPT;
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/**
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* \brief Set the distance of the AI package associated with the current AI action.
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*
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* \param duration The distance of the package.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAIDistance(unsigned int distance) NOEXCEPT;
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/**
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* \brief Set the duration of the AI package associated with the current AI action.
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*
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* \param duration The duration of the package.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAIDuration(unsigned int duration) NOEXCEPT;
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/**
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* \brief Set whether the current AI package should be repeated.
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*
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* Note: This only has an effect on the WANDER package.
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*
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* \param shouldRepeat Whether the package should be repeated.
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* \return void
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*/
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API_FUNCTION void CDECL SetActorAIRepetition(bool shouldRepeat) NOEXCEPT;
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/**
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* \brief Equip an item in a certain slot of the equipment of the temporary actor stored
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* on the server.
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*
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* \param slot The equipment slot.
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* \param refId The refId of the item.
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* \param count The count of the item.
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* \param charge The charge of the item.
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* \param enchantmentCharge The enchantment charge of the item.
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* \return void
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*/
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API_FUNCTION void CDECL EquipActorItem(unsigned short slot, const char* refId, unsigned int count, int charge, double enchantmentCharge = -1) NOEXCEPT;
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/**
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* \brief Unequip the item in a certain slot of the equipment of the temporary actor stored
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* on the server.
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*
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* \param slot The equipment slot.
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* \return void
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*/
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API_FUNCTION void CDECL UnequipActorItem(unsigned short slot) NOEXCEPT;
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/**
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* \brief Add a copy of the server's temporary actor to the server's temporary actor list.
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*
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* In the process, the server's temporary actor will automatically be cleared so a new
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* one can be set up.
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*
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* \return void
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*/
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API_FUNCTION void CDECL AddActor() NOEXCEPT;
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/**
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* \brief Send an ActorList packet.
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*
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* It is sent only to the player for whom the current actor list was initialized.
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*
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|
* \return void
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|
*/
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API_FUNCTION void CDECL SendActorList() NOEXCEPT;
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/**
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|
* \brief Send an ActorAuthority packet.
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|
*
|
|
* The player for whom the current actor list was initialized is recorded in the server memory
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|
* as the new actor authority for the actor list's cell.
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|
*
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* The packet is sent to that player as well as all other players who have the cell loaded.
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|
*
|
|
* \return void
|
|
*/
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API_FUNCTION void CDECL SendActorAuthority() NOEXCEPT;
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|
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|
/**
|
|
* \brief Send an ActorPosition packet.
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|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
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|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
*
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorPosition(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
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|
|
|
/**
|
|
* \brief Send an ActorStatsDynamic packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
|
|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
*
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorStatsDynamic(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
|
|
|
|
/**
|
|
* \brief Send an ActorEquipment packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
|
|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
*
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorEquipment(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
|
|
|
|
/**
|
|
* \brief Send an ActorSpeech packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
|
|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorSpeech(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
|
|
|
|
/**
|
|
* \brief Send an ActorAI packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
|
|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorAI(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
|
|
|
|
/**
|
|
* \brief Send an ActorCellChange packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors other
|
|
* than the player attached to the packet (false by default).
|
|
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
|
|
* to the packet (false by default).
|
|
*
|
|
* \return void
|
|
*/
|
|
API_FUNCTION void CDECL SendActorCellChange(bool sendToOtherVisitors, bool skipAttachedPlayer) NOEXCEPT;
|
|
|
|
|
|
// All methods below are deprecated versions of methods from above
|
|
|
|
API_FUNCTION void CDECL ReadLastActorList() NOEXCEPT;
|
|
API_FUNCTION void CDECL InitializeActorList(PlayerId pid) NOEXCEPT;
|
|
API_FUNCTION void CDECL CopyLastActorListToStore() NOEXCEPT;
|
|
API_FUNCTION unsigned int CDECL GetActorRefNumIndex(unsigned int index) NOEXCEPT;
|
|
API_FUNCTION unsigned int CDECL GetActorKillerRefNumIndex(unsigned int index) NOEXCEPT;
|
|
API_FUNCTION void CDECL SetActorRefNumIndex(int refNum) NOEXCEPT;
|
|
NAMESPACE_END()
|
|
|
|
|
|
#endif //OPENMW_ACTORAPI_HPP
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