1#ifndef MXDSSELECTACTION_H
2#define MXDSSELECTACTION_H
58 return "MxDSSelectAction";
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
[AI] Represents an action that can play multiple MxDSActions in parallel.
MxBool IsA(const char *p_name) const override
[AI] Performs runtime type checking, including base classes.
[AI] Represents a "select" action within a DS (Script/Scene) file, deserialized from SI files to sele...
MxDSAction * Clone() override
[AI] Creates a deep copy ("clone") of this select action, including its internal strings and selected...
~MxDSSelectAction() override
[AI] Destructor.
void CopyFrom(MxDSSelectAction &p_dsSelectAction)
[AI] Copies all internal data from another MxDSSelectAction including string list and selection varia...
MxDSSelectAction()
[AI] Default constructor.
MxBool IsA(const char *p_name) const override
[AI] Determines if the object is of the specified type or derives from it.
void Deserialize(MxU8 *&p_source, MxS16 p_unk0x24) override
[AI] Loads (deserializes) this action from a binary source buffer.
MxU32 GetSizeOnDisk() override
[AI] Computes the total size needed to serialize this object to disk, including selection strings and...
const char * ClassName() const override
[AI] Returns the class name string for runtime type identification.
MxDSSelectAction & operator=(MxDSSelectAction &p_dsSelectAction)
[AI] Assignment operator; performs a deep copy of the source select action, including all sub-actions...
[AI] Specialized list class for storing MxString objects.
Mindscape custom string class for managing dynamic C-strings within the game engine.