# Display units on the minimap
This was SVN commit r7480.
This commit is contained in:
parent
29b458da40
commit
f4ad5906c9
@ -18,6 +18,15 @@ Player.prototype.Init = function()
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};
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};
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Player.prototype.GetColour = function()
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{
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// TODO: need proper colour support
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if (this.playerID == 1)
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return { "r": 0.0, "g": 0.0, "b": 1.0, "a": 1.0 };
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else
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return { "r": 1.0, "g": 0.0, "b": 0.0, "a": 1.0 };
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};
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Player.prototype.SetPlayerID = function(id)
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{
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this.playerID = id;
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@ -45,7 +45,8 @@
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#include "simulation/EntityTemplate.h"
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#include "simulation/LOSManager.h"
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#include "simulation/TerritoryManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpMinimap.h"
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bool g_TerrainModified = false;
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bool g_GameRestarted = false;
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@ -397,13 +398,6 @@ void CMiniMap::Draw()
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PROFILE_START("minimap units");
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// Draw unit points
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const std::vector<CUnit *> &units = m_UnitManager->GetUnits();
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std::vector<CUnit *>::const_iterator iter = units.begin();
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CUnit *unit = 0;
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CVector2D pos;
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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std::vector<MinimapUnitVertex> vertexArray;
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// TODO: don't reallocate this after every frame (but don't waste memory
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// after the number of units decreases substantially)
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@ -412,41 +406,71 @@ void CMiniMap::Draw()
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// (~70msec/frame on a GF4 rendering a thousand points)
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glPointSize(3.f);
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for(; iter != units.end(); ++iter)
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if (g_UseSimulation2)
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{
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unit = (CUnit *)(*iter);
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if(unit && unit->GetEntity() && losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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float sx = m_scaleX / CELL_SIZE;
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float sy = m_scaleY / CELL_SIZE;
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CSimulation2* sim = g_Game->GetSimulation2();
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const CSimulation2::InterfaceList& ents = sim->GetEntitiesWithInterface(IID_Minimap);
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for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
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{
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CEntity* entity = unit->GetEntity();
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CStrW& type = entity->m_base->m_minimapType;
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MinimapUnitVertex v;
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if(type==L"Unit" || type==L"Structure" || type==L"Hero") {
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// Use the player colour
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const SPlayerColour& colour = entity->GetPlayer()->GetColour();
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v.r = cpu_i32FromFloat(colour.r*255.f);
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v.g = cpu_i32FromFloat(colour.g*255.f);
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v.b = cpu_i32FromFloat(colour.b*255.f);
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ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
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if (cmpMinimap->GetRenderData(v.r, v.g, v.b, v.x, v.y))
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{
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v.a = 255;
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v.x = x + v.x*sx;
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v.y = y - v.y*sy;
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vertexArray.push_back(v);
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}
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else {
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CEntityTemplate* base = entity->m_base;
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v.r = base->m_minimapR;
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v.g = base->m_minimapG;
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v.b = base->m_minimapB;
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v.a = 255;
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}
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pos = GetMapSpaceCoords(entity->m_position);
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v.x = x + pos.x;
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v.y = y - pos.y;
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vertexArray.push_back(v);
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}
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}
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}
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else
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{
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// Draw unit points
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const std::vector<CUnit *> &units = m_UnitManager->GetUnits();
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std::vector<CUnit *>::const_iterator iter = units.begin();
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CUnit *unit = 0;
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CVector2D pos;
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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if (vertexArray.size())
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for(; iter != units.end(); ++iter)
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{
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unit = (CUnit *)(*iter);
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if(unit && unit->GetEntity() && losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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{
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CEntity* entity = unit->GetEntity();
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CStrW& type = entity->m_base->m_minimapType;
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MinimapUnitVertex v;
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if(type==L"Unit" || type==L"Structure" || type==L"Hero") {
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// Use the player colour
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const SPlayerColour& colour = entity->GetPlayer()->GetColour();
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v.r = cpu_i32FromFloat(colour.r*255.f);
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v.g = cpu_i32FromFloat(colour.g*255.f);
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v.b = cpu_i32FromFloat(colour.b*255.f);
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v.a = 255;
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}
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else {
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CEntityTemplate* base = entity->m_base;
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v.r = base->m_minimapR;
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v.g = base->m_minimapG;
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v.b = base->m_minimapB;
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v.a = 255;
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}
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pos = GetMapSpaceCoords(entity->m_position);
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v.x = x + pos.x;
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v.y = y - pos.y;
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vertexArray.push_back(v);
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}
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}
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}
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if (!vertexArray.empty())
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{
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glPushMatrix();
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glTranslatef(0, 0, z);
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@ -59,6 +59,9 @@ COMPONENT(Footprint)
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INTERFACE(GuiInterface)
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COMPONENT(GuiInterfaceScripted)
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INTERFACE(Minimap)
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COMPONENT(Minimap)
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INTERFACE(Motion)
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COMPONENT(MotionBall)
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COMPONENT(MotionScripted)
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173
source/simulation2/components/CCmpMinimap.cpp
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173
source/simulation2/components/CCmpMinimap.cpp
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@ -0,0 +1,173 @@
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpMinimap.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/MessageTypes.h"
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#include "ps/Overlay.h"
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class CCmpMinimap : public ICmpMinimap
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_PositionChanged);
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componentManager.SubscribeToMessageType(MT_OwnershipChanged);
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}
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DEFAULT_COMPONENT_ALLOCATOR(Minimap)
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bool m_Active;
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bool m_UsePlayerColour;
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u8 m_R, m_G, m_B;
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entity_pos_t m_X, m_Z; // cache the latest position for more efficient rendering
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static std::string GetSchema()
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{
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return
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"<element name='Type'>"
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"<choice>"
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"<value>food</value>"
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"<value>wood</value>"
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"<value>stone</value>"
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"<value>metal</value>"
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"<value>structure</value>"
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"<value>settlement</value>"
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"<value>unit</value>"
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"<value>support</value>"
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"<value>hero</value>"
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"</choice>"
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"</element>"
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"<optional>"
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"<element name='Colour'>"
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"<attribute name='r'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='g'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='b'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"</element>"
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"</optional>";
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}
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virtual void Init(const CSimContext& context, const CParamNode& paramNode)
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{
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m_Active = true;
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const CParamNode& colour = paramNode.GetChild("Colour");
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if (colour.IsOk())
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{
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m_UsePlayerColour = false;
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m_R = colour.GetChild("@r").ToInt();
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m_G = colour.GetChild("@g").ToInt();
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m_B = colour.GetChild("@b").ToInt();
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}
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else
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{
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m_UsePlayerColour = true;
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// Choose a bogus colour which will get replaced once we have an owner
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m_R = 255;
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m_G = 0;
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m_B = 255;
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}
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// TODO
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(context, paramNode);
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// TODO
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}
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virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_PositionChanged:
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{
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const CMessagePositionChanged& data = static_cast<const CMessagePositionChanged&> (msg);
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if (data.inWorld)
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{
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m_Active = true;
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m_X = data.x;
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m_Z = data.z;
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}
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else
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{
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m_Active = false;
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}
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break;
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}
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case MT_OwnershipChanged:
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{
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if (!m_UsePlayerColour)
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break;
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const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
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// Find the new player's colour
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(context, SYSTEM_ENTITY);
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if (cmpPlayerManager.null())
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break;
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CmpPtr<ICmpPlayer> cmpPlayer(context, cmpPlayerManager->GetPlayerByID(msgData.to));
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if (cmpPlayer.null())
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break;
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CColor colour = cmpPlayer->GetColour();
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m_R = (int)(colour.r*255.0);
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m_G = (int)(colour.g*255.0);
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m_B = (int)(colour.b*255.0);
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break;
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}
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}
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}
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virtual bool GetRenderData(u8& r, u8& g, u8& b, float& x, float& z)
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{
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if (!m_Active)
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return false;
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r = m_R;
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g = m_G;
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b = m_B;
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x = m_X.ToFloat();
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z = m_Z.ToFloat();
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return true;
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}
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};
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REGISTER_COMPONENT_TYPE(Minimap)
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25
source/simulation2/components/ICmpMinimap.cpp
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25
source/simulation2/components/ICmpMinimap.cpp
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@ -0,0 +1,25 @@
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpMinimap.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(Minimap)
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END_INTERFACE_WRAPPER(Minimap)
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39
source/simulation2/components/ICmpMinimap.h
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39
source/simulation2/components/ICmpMinimap.h
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@ -0,0 +1,39 @@
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPMINIMAP
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#define INCLUDED_ICMPMINIMAP
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#include "simulation2/system/Interface.h"
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/**
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* Per-unit minimap data.
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*/
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class ICmpMinimap : public IComponent
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{
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public:
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/**
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* Get the data for rendering this entity on the minimap.
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* If it should not be drawn, returns false; otherwise the arguments are set
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* to the colour and world position.
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*/
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virtual bool GetRenderData(u8& r, u8& g, u8& b, float& x, float& z) = 0;
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DECLARE_INTERFACE_TYPE(Minimap)
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};
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#endif // INCLUDED_ICMPMINIMAP
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@ -22,6 +22,8 @@
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#include "simulation2/system/InterfaceScripted.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "ps/Overlay.h"
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BEGIN_INTERFACE_WRAPPER(Player)
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END_INTERFACE_WRAPPER(Player)
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@ -34,6 +36,11 @@ public:
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{
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m_Script.CallVoid("SetName", name);
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}
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virtual CColor GetColour()
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{
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return m_Script.Call<CColor>("GetColour");
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(PlayerScripted)
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@ -20,10 +20,12 @@
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#include "simulation2/system/Interface.h"
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struct CColor;
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/**
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* Player data.
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* (This interface only includes the functions needed by native code for loading maps;
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* most player interaction is handled by scripts instead.)
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* (This interface only includes the functions needed by native code for loading maps,
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* and for minimap rendering; most player interaction is handled by scripts instead.)
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*/
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class ICmpPlayer : public IComponent
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{
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@ -31,6 +33,8 @@ public:
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virtual void SetName(const std::wstring& name) = 0;
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// TODO: some more data
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virtual CColor GetColour() = 0;
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DECLARE_INTERFACE_TYPE(Player)
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};
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@ -34,6 +34,11 @@ public:
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{
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m_Script.CallVoid("AddPlayer", (int)ent);
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}
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virtual entity_id_t GetPlayerByID(int32_t id)
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{
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return m_Script.Call<entity_id_t>("GetPlayerByID", (int)id);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(PlayerManagerScripted)
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@ -28,7 +28,7 @@ class ICmpPlayerManager : public IComponent
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public:
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virtual void AddPlayer(entity_id_t ent) = 0;
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// Accessors are currently only available to scripts, since no C++ code needed them yet
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virtual entity_id_t GetPlayerByID(int32_t id) = 0;
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DECLARE_INTERFACE_TYPE(PlayerManager)
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};
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