18 #include "precompiled.h"
32 default:
return "error";
38 DEFINE_INTERFACE_METHOD_6("CreateActiveQuery", ICmpRangeManager::tag_t, ICmpRangeManager, CreateActiveQuery, entity_id_t, entity_pos_t, entity_pos_t, std::vector<
int>,
int,
u8)
39 DEFINE_INTERFACE_METHOD_7("CreateActiveParabolicQuery", ICmpRangeManager::tag_t, ICmpRangeManager, CreateActiveParabolicQuery, entity_id_t, entity_pos_t, entity_pos_t, entity_pos_t, std::vector<
int>,
int,
u8)
43 DEFINE_INTERFACE_METHOD_1("ResetActiveQuery", std::vector<entity_id_t>, ICmpRangeManager, ResetActiveQuery, ICmpRangeManager::tag_t)
50 DEFINE_INTERFACE_METHOD_3("GetLosVisibility", std::
string, ICmpRangeManager, GetLosVisibility_wrapper, entity_id_t, player_id_t,
bool)
A simple fixed-point number class.
#define DEFINE_INTERFACE_METHOD_3(scriptname, rettype, classname, methodname, arg1, arg2, arg3)
#define DEFINE_INTERFACE_METHOD_2(scriptname, rettype, classname, methodname, arg1, arg2)
#define END_INTERFACE_WRAPPER(iname)
#define DEFINE_INTERFACE_METHOD_1(scriptname, rettype, classname, methodname, arg1)
Provides efficient range-based queries of the game world, and also LOS-based effects (fog of war)...
virtual ELosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player, bool forceRetainInFog=false)=0
Returns the visibility status of the given entity, with respect to the given player.
int32_t player_id_t
valid player IDs are non-negative (see ICmpOwnership)
#define DEFINE_INTERFACE_METHOD_0(scriptname, rettype, classname, methodname)
#define DEFINE_INTERFACE_METHOD_7(scriptname, rettype, classname, methodname, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
#define DEFINE_INTERFACE_METHOD_6(scriptname, rettype, classname, methodname, arg1, arg2, arg3, arg4, arg5, arg6)
#define BEGIN_INTERFACE_WRAPPER(iname)
#define DEFINE_INTERFACE_METHOD_5(scriptname, rettype, classname, methodname, arg1, arg2, arg3, arg4, arg5)
u32 entity_id_t
Entity ID type.
std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player, bool forceRetainInFog)
GetLosVisibility wrapped for script calls.