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IslePathActor::SpawnLocation Struct Reference

Information for each player spawn location on LEGO Island. More...

#include <islepathactor.h>

Collaboration diagram for IslePathActor::SpawnLocation:

Public Member Functions

 SpawnLocation ()
 [AI] Default constructor. More...
 
 SpawnLocation (LegoGameState::Area p_area, MxAtomId *p_script, MxS32 p_entityId, const char *p_name, MxS16 p_src, float p_srcScale, MxS16 p_dest, float p_destScale, MxU32 p_location, JukeboxScript::Script p_music)
 [AI] Initializes a SpawnLocation with full data for area, entity, transform and music. More...
 
SpawnLocationoperator= (const SpawnLocation &p_location)
 [AI] Assignment operator, deep copies fields (including string buffer). More...
 

Public Attributes

LegoGameState::Area m_area
 [AI] Which overall map are the spawn is located in. [AI] More...
 
MxAtomIdm_script
 [AI] Pointer to the atom id of the script associated with this location. [AI] More...
 
MxS32 m_entityId
 [AI] Entity id used by world placement. [AI] More...
 
char m_name [20]
 [AI] String identifier of this spawn (safe up to 19 chars, zero-terminated). [AI] More...
 
MxS16 m_src
 [AI] Integer for input boundary or index at the source. [AI] More...
 
float m_srcScale
 [AI] Fractional scale for placement at the source. [AI] More...
 
MxS16 m_dest
 [AI] Destination boundary/index. [AI] More...
 
float m_destScale
 [AI] Fractional scale for placement at the destination. [AI] More...
 
MxU32 m_location
 [AI] Optional location code (used for certain logic branches or animation). [AI] More...
 
JukeboxScript::Script m_music
 [AI] What music Jukebox Script enum to play on spawn. [AI] More...
 

Detailed Description

Information for each player spawn location on LEGO Island.

[AI]

[AI] This struct aggregates all information required for spawning the player character at a specific location: area identifier, script linkage, entity association, visual/logic identifiers, scale, world location token, and music to trigger on arrival.

Definition at line 41 of file islepathactor.h.

Constructor & Destructor Documentation

◆ SpawnLocation() [1/2]

IslePathActor::SpawnLocation::SpawnLocation ( )
inline

[AI] Default constructor.

Definition at line 43 of file islepathactor.h.

◆ SpawnLocation() [2/2]

IslePathActor::SpawnLocation::SpawnLocation ( LegoGameState::Area  p_area,
MxAtomId p_script,
MxS32  p_entityId,
const char *  p_name,
MxS16  p_src,
float  p_srcScale,
MxS16  p_dest,
float  p_destScale,
MxU32  p_location,
JukeboxScript::Script  p_music 
)
inline

[AI] Initializes a SpawnLocation with full data for area, entity, transform and music.

Parameters
p_area[AI] The in-game area enumeration for the spawn.
p_script[AI] The script AtomId that defines further logic for the spawn.
p_entityId[AI] Internal entity id tied to this spawn.
p_name[AI] Name identifier of the spawn point.
p_src[AI] Source index or transform token for placing the actor.
p_srcScale[AI] Placement scaling value for the source point.
p_dest[AI] Destination index for additional placement behavior.
p_destScale[AI] Placement scaling for the destination.
p_location[AI] Optional location mask or trigger for special-casing spawn handling.
p_music[AI] Jukebox script enum specifying music to play on this spawn.

Definition at line 58 of file islepathactor.h.

Member Function Documentation

◆ operator=()

SpawnLocation & IslePathActor::SpawnLocation::operator= ( const SpawnLocation p_location)
inline

[AI] Assignment operator, deep copies fields (including string buffer).

[AI]

Parameters
p_location[AI] The source to copy.
Returns
Reference to this.

Definition at line 88 of file islepathactor.h.

Member Data Documentation

◆ m_area

LegoGameState::Area IslePathActor::SpawnLocation::m_area

[AI] Which overall map are the spawn is located in. [AI]

Definition at line 103 of file islepathactor.h.

◆ m_dest

MxS16 IslePathActor::SpawnLocation::m_dest

[AI] Destination boundary/index. [AI]

Definition at line 109 of file islepathactor.h.

◆ m_destScale

float IslePathActor::SpawnLocation::m_destScale

[AI] Fractional scale for placement at the destination. [AI]

Definition at line 110 of file islepathactor.h.

◆ m_entityId

MxS32 IslePathActor::SpawnLocation::m_entityId

[AI] Entity id used by world placement. [AI]

Definition at line 105 of file islepathactor.h.

◆ m_location

MxU32 IslePathActor::SpawnLocation::m_location

[AI] Optional location code (used for certain logic branches or animation). [AI]

Definition at line 111 of file islepathactor.h.

◆ m_music

JukeboxScript::Script IslePathActor::SpawnLocation::m_music

[AI] What music Jukebox Script enum to play on spawn. [AI]

Definition at line 112 of file islepathactor.h.

◆ m_name

char IslePathActor::SpawnLocation::m_name[20]

[AI] String identifier of this spawn (safe up to 19 chars, zero-terminated). [AI]

Definition at line 106 of file islepathactor.h.

◆ m_script

MxAtomId* IslePathActor::SpawnLocation::m_script

[AI] Pointer to the atom id of the script associated with this location. [AI]

Definition at line 104 of file islepathactor.h.

◆ m_src

MxS16 IslePathActor::SpawnLocation::m_src

[AI] Integer for input boundary or index at the source. [AI]

Definition at line 107 of file islepathactor.h.

◆ m_srcScale

float IslePathActor::SpawnLocation::m_srcScale

[AI] Fractional scale for placement at the source. [AI]

Definition at line 108 of file islepathactor.h.


The documentation for this struct was generated from the following file: