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