Isle
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[AI] Game state entity specialized for tracking Helicopter-related state during gameplay. More...
#include <helicopter.h>
Public Member Functions | |
HelicopterState () | |
[AI] Default constructor initializes unmapped state property to zero. [AI] More... | |
MxBool | IsSerializable () override |
[AI] Indicates if this state can be serialized (always false for HelicopterState). More... | |
MxBool | Reset () override |
[AI] Resets helicopter-specific state/progress tracking variable. More... | |
const char * | ClassName () const override |
[AI] Returns the runtime class name string of this object. More... | |
MxBool | IsA (const char *p_name) const override |
[AI] Checks if this object is of the requested class or a parent class. More... | |
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~LegoState () override | |
[AI] Virtual destructor to allow subclass cleanup. More... | |
virtual MxBool | IsSerializable () |
[AI] Returns if this state can be serialized (for game saving/loading support). More... | |
virtual MxBool | Reset () |
[AI] Hook for returning object to default (empty) state; not implemented in this base. More... | |
virtual MxResult | Serialize (LegoStorage *p_storage) |
[AI] Serialize state to a storage (for save/load). More... | |
const char * | ClassName () const override |
[AI] Gets this class's name for RTTI/IsA functionality. More... | |
MxBool | IsA (const char *p_name) const override |
[AI] Tests if this object is of a given class name, directly or through inheritance. More... | |
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MxCore () | |
[AI] Constructs a new MxCore object and assigns it a unique id. More... | |
virtual | ~MxCore () |
[AI] Virtual destructor. Required for correct polymorphic cleanup in derived classes. More... | |
virtual MxLong | Notify (MxParam &p_param) |
[AI] Virtual callback notification mechanism. More... | |
virtual MxResult | Tickle () |
[AI] Called by tickle managers to allow the object to update itself. More... | |
virtual const char * | ClassName () const |
[AI] Returns the runtime class name of this object. More... | |
virtual MxBool | IsA (const char *p_name) const |
[AI] Checks whether this object's class type or parents match the given name. More... | |
MxU32 | GetId () |
[AI] Gets the unique (per-process) id assigned to this object instance. More... | |
Public Attributes | |
MxU32 | m_unk0x08 |
[AI] State/progress value for the helicopter, used for tracking animation or progress in gameplay. [AI] More... | |
Additional Inherited Members | |
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enum | ScoreColor { e_grey = 0 , e_yellow , e_blue , e_red } |
[AI] Score coloring values for in-game display feedback or logic. More... | |
[AI] Game state entity specialized for tracking Helicopter-related state during gameplay.
[AI]
[AI] This stores simple state/progress (m_unk0x08) specific to Helicopter interactions/animations and serializes via LegoState. [AI]
Definition at line 14 of file helicopter.h.
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inline |
[AI] Default constructor initializes unmapped state property to zero. [AI]
Definition at line 17 of file helicopter.h.
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inlineoverridevirtual |
[AI] Returns the runtime class name string of this object.
[AI]
Reimplemented from MxCore.
Definition at line 34 of file helicopter.h.
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inlineoverridevirtual |
[AI] Checks if this object is of the requested class or a parent class.
[AI]
p_name | Class name string to check. [AI] |
Reimplemented from MxCore.
Definition at line 43 of file helicopter.h.
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inlineoverridevirtual |
[AI] Indicates if this state can be serialized (always false for HelicopterState).
[AI]
Reimplemented from LegoState.
Definition at line 21 of file helicopter.h.
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inlineoverridevirtual |
[AI] Resets helicopter-specific state/progress tracking variable.
[AI]
[AI] Sets m_unk0x08 (the main state variable) to zero, clearing the internal state/progress for the helicopter. [AI]
Reimplemented from LegoState.
Definition at line 26 of file helicopter.h.
MxU32 HelicopterState::m_unk0x08 |
[AI] State/progress value for the helicopter, used for tracking animation or progress in gameplay. [AI]
Definition at line 51 of file helicopter.h.