18 #include "precompiled.h"
43 return "<a:component type='test'/><ref name='anything'/>";
An entity initialisation parameter node.
void SubscribeToMessageType(MessageTypeId mtid)
Subscribe the current component type to the given message type.
A simple fixed-point number class.
#define REGISTER_COMPONENT_TYPE(cname)
Generic per-turn update message, for things that don't care much about ordering.
#define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning. ...
Serialization interface; see serialization overview.
static std::string GetSchema()
Generic motion interface for entities with entirely self-contained motion e.g.
static void ClassInit(CComponentManager &componentManager)
CEntityHandle GetEntityHandle() const
virtual void HandleMessage(const CMessage &msg, bool global)
void NumberFloat_Unbounded(const char *name, float value)
Serialize a number.
virtual void Serialize(ISerializer &serialize)
virtual int GetType() const =0
float ToFloat() const
Convert to float. May be lossy - float can't represent all values.
virtual void MoveTo(entity_pos_t x, entity_pos_t z)=0
Move smoothly to the given location.
#define DEFAULT_COMPONENT_ALLOCATOR(cname)
const CSimContext & GetSimContext() const
virtual void Deserialize(const CParamNode ¶mNode, IDeserializer &deserialize)
A simplified syntax for accessing entity components.
virtual void Init(const CParamNode ¶mNode)
virtual CFixedVector3D GetPosition()=0
Returns the current x,y,z position (no interpolation).
virtual void NumberFloat_Unbounded(const char *name, float &out)
static CFixed FromFloat(float n)
CVector3D CalcExactNormal(float x, float z) const
CTerrain & GetTerrain() const
Deserialization interface; see serialization overview.