CComponentManager * m_ComponentManager
CEntityHandle GetSystemEntity() const
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
ScriptInterface & GetScriptInterface() const
int GetCurrentDisplayedPlayer() const
Returns the player ID that the current display is being rendered for.
bool HasUnitManager() const
CEntityHandle m_SystemEntity
void SetSystemEntity(CEntityHandle ent)
CUnitManager & GetUnitManager() const
void SetComponentManager(CComponentManager *man)
CUnitManager * m_UnitManager
CComponentManager & GetComponentManager() const
CTerrain & GetTerrain() const