18 #include "precompiled.h"
44 "<a:help>Allows this entity to be owned by players.</a:help>"
An entity initialisation parameter node.
void SubscribeToMessageType(MessageTypeId mtid)
Subscribe the current component type to the given message type.
static void ClassInit(CComponentManager &componentManager)
#define REGISTER_COMPONENT_TYPE(cname)
#define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning. ...
static std::string GetSchema()
virtual void Init(const CParamNode ¶mNode)
Serialization interface; see serialization overview.
Basic ICmpOwnership implementation.
int32_t player_id_t
valid player IDs are non-negative (see ICmpOwnership)
virtual void SetOwner(player_id_t playerID)
virtual void Deserialize(const CParamNode ¶mNode, IDeserializer &deserialize)
entity_id_t GetEntityId() const
virtual int GetType() const =0
virtual void Serialize(ISerializer &serialize)
virtual void SetOwnerQuiet(player_id_t playerID)
virtual void HandleMessage(const CMessage &msg, bool global)
#define DEFAULT_COMPONENT_ALLOCATOR(cname)
const CSimContext & GetSimContext() const
virtual player_id_t GetOwner()
void PostMessage(entity_id_t ent, const CMessage &msg) const
Send a message, targeted at a particular entity.
void NumberI32_Unbounded(const char *name, int32_t value)
Serialize a number.
static const player_id_t INVALID_PLAYER
CComponentManager & GetComponentManager() const
Deserialization interface; see serialization overview.
virtual void NumberI32_Unbounded(const char *name, int32_t &out)