#include <PartitionManager.h>
Inherited by PartitionFilterAcceptByKindOf, PartitionFilterAcceptByObjectStatus, PartitionFilterAcceptOnSquad, PartitionFilterAcceptOnTeam, PartitionFilterAlive, PartitionFilterFlammable, PartitionFilterFreeOfFog, PartitionFilterGarrisonable, PartitionFilterGarrisonableByPlayer, PartitionFilterHasParkingPlace, PartitionFilterHordeMember, PartitionFilterInsignificantBuildings, PartitionFilterIrregularArea, PartitionFilterIsFlying, PartitionFilterIsValidCarriage, PartitionFilterLastAttackedBy, PartitionFilterLineOfSight, PartitionFilterLiveMapEnemies, PartitionFilterLiveMapEnemies, PartitionFilterOnMap, PartitionFilterPlayer, PartitionFilterPlayerAffiliation, PartitionFilterPolygonTrigger, PartitionFilterPossibleToAttack, PartitionFilterPossibleToEnter, PartitionFilterPossibleToHijack, PartitionFilterRejectBehind, PartitionFilterRejectBuildings, PartitionFilterRejectByKindOf, PartitionFilterRejectByObjectStatus, PartitionFilterRelationship, PartitionFilterRepulsor, PartitionFilterSameMapStatus, PartitionFilterSamePlayer, PartitionFilterStealthedAndUndetected, PartitionFilterStealthedOrStealthGarrisoned, PartitionFilterTensileFormationMember, PartitionFilterThing, PartitionFilterUnmannedObject, PartitionFilterValidCommandButtonTarget, PartitionFilterWithinAttackRange, and PartitionFilterWouldCollide.
Public Member Functions | |
| virtual Bool | allow (Object *objOther)=0 |
this is an ABC. PartitionData::iterate allows you to pass multiple filters to filter out objects you don't want. it calls this method on the objects in question; any that get false returned, are not iterated. Note that either modMain or posMain will be null, but not both: the filter must be aware of this, and respond appropriately. (ie, the filter may be used for filtering against an object, or against a position.)
Definition at line 594 of file PartitionManager.h.
Implemented in PartitionFilterAcceptByKindOf, PartitionFilterAcceptByObjectStatus, PartitionFilterAcceptOnSquad, PartitionFilterAcceptOnTeam, PartitionFilterAlive, PartitionFilterFlammable, PartitionFilterFreeOfFog, PartitionFilterGarrisonable, PartitionFilterGarrisonableByPlayer, PartitionFilterHasParkingPlace, PartitionFilterHordeMember, PartitionFilterInsignificantBuildings, PartitionFilterIrregularArea, PartitionFilterIsFlying, PartitionFilterIsValidCarriage, PartitionFilterLastAttackedBy, PartitionFilterLineOfSight, PartitionFilterLiveMapEnemies, PartitionFilterLiveMapEnemies, PartitionFilterOnMap, PartitionFilterPlayer, PartitionFilterPlayerAffiliation, PartitionFilterPolygonTrigger, PartitionFilterPossibleToAttack, PartitionFilterPossibleToEnter, PartitionFilterPossibleToHijack, PartitionFilterRejectBehind, PartitionFilterRejectBuildings, PartitionFilterRejectByKindOf, PartitionFilterRejectByObjectStatus, PartitionFilterRelationship, PartitionFilterRepulsor, PartitionFilterSameMapStatus, PartitionFilterSamePlayer, PartitionFilterStealthedAndUndetected, PartitionFilterStealthedOrStealthGarrisoned, PartitionFilterTensileFormationMember, PartitionFilterThing, PartitionFilterUnmannedObject, PartitionFilterValidCommandButtonTarget, PartitionFilterWithinAttackRange, and PartitionFilterWouldCollide.