OpenEnroth d1a3925
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Classes | Functions | Variables
Actor.h File Reference
#include <deque>
#include <string>
#include "Engine/Spells/SpellBuff.h"
#include "Engine/Objects/Item.h"
#include "Engine/Objects/Monsters.h"
#include "Engine/Objects/CombinedSkillValue.h"
#include "Engine/Pid.h"
#include "Media/Audio/SoundEnums.h"
#include "Library/Geometry/Rect.h"
#include "Library/Geometry/Vec.h"
#include "Utility/IndexedArray.h"
#include "ActorEnums.h"

Classes

struct  stru319
 
struct  AIDirection
 
struct  ActorJob
 
class  Actor
 

Functions

bool CheckActors_proximity ()
 
void npcSetItem (int npc, ItemId item, int a3)
 
void toggleActorGroupFlag (unsigned int uGroupID, ActorAttribute uFlag, bool bValue)
 
bool Detect_Between_Objects (Pid uObjID, Pid uObj2ID)
 
void Spawn_Light_Elemental (int spell_power, Mastery caster_skill_mastery, Duration duration)
 
void SpawnEncounter (MapInfo *pMapInfo, SpawnPoint *spawn, int monsterCatMod, int countOverride, int aggro)
 
void evaluateAoeDamage ()
 
double sub_43AE12 (signed int a1)
 
void ItemDamageFromActor (Pid uObjID, unsigned int uActorID, const Vec3f &pVelocity)
 
ActorAllocateActor ()
 

Variables

stru319 stru_50C198
 
std::deque< ActorpActors
 
size_t nextActorReuseScanStart
 

Function Documentation

◆ AllocateActor()

Actor * AllocateActor ( )

Allocates a new actor in pActors array.

Appends to the end if below the actor limit, otherwise reuses a removed slot. Slot reuse is done in a sweeping fashion starting from the last reused position to minimize the chance of stale references (e.g. in projectiles or summonerId) still pointing to a just-removed actor.

Returns
Pointer to a newly allocated actor, or nullptr if the actor count limit has been hit and no removed slots are available.

◆ CheckActors_proximity()

bool CheckActors_proximity ( )

◆ Detect_Between_Objects()

bool Detect_Between_Objects ( Pid  uObjID,
Pid  uObj2ID 
)

◆ evaluateAoeDamage()

void evaluateAoeDamage ( )
Original binary offset:
0x438F8F

◆ ItemDamageFromActor()

void ItemDamageFromActor ( Pid  uObjID,
unsigned int  uActorID,
const Vec3f pVelocity 
)

◆ npcSetItem()

void npcSetItem ( int  npc,
ItemId  item,
int  a3 
)
Original binary offset:
0x448518

◆ Spawn_Light_Elemental()

void Spawn_Light_Elemental ( int  spell_power,
Mastery  caster_skill_mastery,
Duration  duration 
)

◆ SpawnEncounter()

void SpawnEncounter ( MapInfo pMapInfo,
SpawnPoint spawn,
int  monsterCatMod,
int  countOverride,
int  aggro 
)

◆ sub_43AE12()

double sub_43AE12 ( signed int  a1)

◆ toggleActorGroupFlag()

void toggleActorGroupFlag ( unsigned int  uGroupID,
ActorAttribute  uFlag,
bool  bValue 
)
Original binary offset:
0x448A98

Variable Documentation

◆ nextActorReuseScanStart

size_t nextActorReuseScanStart
extern

◆ pActors

std::deque<Actor> pActors
extern

◆ stru_50C198

stru319 stru_50C198
extern