[AI] Atomized (unique) string identifier, managed by reference counting.
[AI] Base virtual class for all Mindscape engine (Mx) objects.
virtual MxBool IsA(const char *p_name) const
[AI] Checks whether this object's class type or parents match the given name.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
const MxAtomId & GetAtomId()
[AI] Returns a const-reference to the object's atom identifier.
MxU32 GetObjectId()
[AI] Returns the object id numeric value.
MxEntity is a base class for game entities which are uniquely identified by an integer ID and an Atom...
MxAtomId & GetAtomId()
Returns a reference to the entity AtomId.
MxS32 GetEntityId()
Returns the current entity ID.
MxAtomId m_atomId
The AtomId associated with this entity, used for resource and script identification.
MxEntity()
Default constructor.
virtual MxResult Create(MxS32 p_entityId, const MxAtomId &p_atomId)
Initializes the entity from a given entity ID and AtomId.
void SetEntityId(MxS32 p_entityId)
Sets the entity ID to the given value.
const char * ClassName() const override
Returns the class name for type introspection.
~MxEntity() override
Virtual destructor for MxEntity.
MxS32 m_entityId
The unique entity ID, typically used for lookup and reference.
MxBool IsA(const char *p_name) const override
Checks if the object is of the given class name or a parent type.
MxResult Create(MxDSAction &p_dsAction)
Initializes the entity from a MxDSAction object.
void SetAtomId(const MxAtomId &p_atomId)
Sets the AtomId to the given value.
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.