34 lines
937 B
C++
34 lines
937 B
C++
#include "Entity.h"
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#include "EntityHandles.h"
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#ifndef __AURA_H__
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#define __AURA_H__
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class CAura
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{
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public:
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JSContext* m_cx;
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CEntity* m_source;
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CStrW m_name;
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float m_radius;
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JSObject* m_handler;
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std::vector<HEntity> m_influenced;
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CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, JSObject* handler );
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~CAura();
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// Remove all entities from under our influence; this isn't done in the destructor since
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// the destructor needs to be called at the end of the program when some CEntities
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// have been deleted despite our keeping handles to them, in addition to just when an
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// entity dies. RemoveAll will only be called in the second case.
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void RemoveAll();
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// Forcefully removes an entity from the aura. Useful so that a unit that is killed can
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// notify its auras to remove it before it dies (so they can still access its data).
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void Remove( CEntity* ent );
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void Update( size_t timestep );
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};
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#endif
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