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CryGame/GameObject.h
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50
CryGame/GameObject.h
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//////////////////////////////////////////////////////////////////////
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//
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// Crytek Source code
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// Copyright (c) Crytek 2001-2004
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef _GAMEOBJECT_H_
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#define _GAMEOBJECT_H_
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struct IScriptObject;
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/*!@see IEntityContainer
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*/
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class CGameObject :
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public IEntityContainer
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{
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public:
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//! constructor
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CGameObject() {/* m_refCount = 0;*/m_pEntity = NULL; }
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//! destructor
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virtual ~CGameObject() {}
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//! Return entity used by this game object.
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IEntity* GetEntity() const { return m_pEntity; }
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//! Forwards name calls to entity.
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void SetName( const char *s ) { m_pEntity->SetName(s); };
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//!@return the name of the entity
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const char *GetName() const { return m_pEntity->GetName(); };
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// interface IEntityContainer ------------------------------------------------------------
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virtual void SetEntity( IEntity *e ) { m_pEntity = e; }
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virtual void OnSetAngles( const Vec3 &ang ){};
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virtual Vec3 CalcSoundPos() { if (m_pEntity) return m_pEntity->GetPos(); return Vec3(0.0f, 0.0f, 0.0f); }
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virtual void Release() { delete this; };
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virtual bool QueryContainerInterface(ContainerInterfaceType desired_interface, void** ppInterface) { *ppInterface=0; return false;}
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virtual void OnDraw(const SRendParams & RendParams) {}
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virtual bool IsSaveable() { return(true); }
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virtual void OnEntityNetworkUpdate( const EntityId &idViewerEntity, const Vec3d &v3dViewer, uint32 &inoutPriority,
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EntityCloneState &inoutCloneState ) const {}
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protected: // ----------------------------------------------------------------------------------------
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IEntity * m_pEntity; //!< Entity attached to object.
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};
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#endif //_GAMEOBJECT_H_
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