41 const std::set<CStr>& actorSelections,
uint32_t seed);
void SetEntitySelection(const CStr &selection)
std::set< CStr > m_ActorSelections
CModelAbstract & GetModel() const
CUnit(CObjectEntry *object, CObjectManager &objectManager, const std::set< CStr > &actorSelections, uint32_t seed)
CObjectManager & m_ObjectManager
void SetActorSelections(const std::set< CStr > &selections)
entity_id_t GetID() const
std::set< CStr > m_EntitySelections
static CUnit * Create(const CStrW &actorName, uint32_t seed, const std::set< CStr > &selections, CObjectManager &objectManager)
const CObjectEntry & GetObject() const
Abstract base class for graphical objects that are used by units, or as props attached to other CMode...
Deals with synchronisation issues between raw animation data (CModel, CSkeletonAnim) and the simulati...
CUnitAnimation * GetAnimation()
const std::set< CStr > & GetActorSelections() const
void SetID(entity_id_t id)
CUnitAnimation * m_Animation
u32 entity_id_t
Entity ID type.
void UpdateModel(float frameTime)
Update the model's animation.