Open source Star Ruler 2 source code!
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Object.Abilities : components.Abilities::Abilities {
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local:
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safe uint get_abilityCount() const;
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Ability@[] getAbilities() const;
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uint get_abilityTypes(int id) const;
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int findAbilityOfType(int type) const;
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remote:
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async relocking void activateAbility(int id);
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async relocking void activateAbility(int id, vec3d point);
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async relocking void activateAbility(int id, Object@ target);
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server:
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async relocking void activateAbilityFor(Empire& emp, int id);
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async relocking void activateAbilityFor(Empire& emp, int id, Object@ target);
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async relocking void activateAbilityFor(Empire& emp, int id, vec3d point);
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async relocking void activateAbilityTypeFor(Empire& emp, int type);
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async relocking void activateAbilityTypeFor(Empire& emp, int type, Object@ target);
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async relocking void activateAbilityTypeFor(Empire& emp, int type, vec3d point);
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void initAbilities(const Design@ fromDesign);
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void destroyAbilities();
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void abilityTick(double time);
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void abilityOwnerChange(Empire@ prevOwner, Empire@ newOwner)
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void setNeutralAbilities(bool value);
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void setAbilityDestroy(bool value);
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void setCooldownForType(int typeId, double cooldown);
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int addAbility(uint id);
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void createAbility(uint id);
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void removeAbility(int id);
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void disableAbility(int id);
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void enableAbility(int id);
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bool isChanneling(int id);
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bool isAbilityOnCooldown(int id);
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double getAbilityRange(int id, Object@ target);
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double getAbilityRange(int id, vec3d target);
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//Networking
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void writeAbilities(Message& msg) const;
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bool writeAbilityDelta(Message& msg) const;
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shadow:
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void readAbilities(Message& msg);
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void readAbilityDelta(Message& msg);
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}
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