Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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SpawnBehaviorModuleData Class Reference

#include <SpawnBehavior.h>

Inherits BehaviorModuleData.

Public Member Functions

 SpawnBehaviorModuleData ()
 
- Public Member Functions inherited from BehaviorModuleData
 BehaviorModuleData ()
 
- Public Member Functions inherited from ModuleData
 ModuleData ()
 
virtual ~ModuleData ()
 
void setModuleTagNameKey (NameKeyType key)
 
NameKeyType getModuleTagNameKey () const
 
virtual Bool isAiModuleData () const
 
virtual const W3DModelDrawModuleDatagetAsW3DModelDrawModuleData () const
 
virtual const W3DTreeDrawModuleDatagetAsW3DTreeDrawModuleData () const
 
virtual StaticGameLODLevel getMinimumRequiredGameLOD () const
 
virtual void crc (Xfer *xfer)
 run the "light" crc check on this data structure
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 

Static Public Member Functions

static void buildFieldParse (MultiIniFieldParse &p)
 
- Static Public Member Functions inherited from BehaviorModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 
- Static Public Member Functions inherited from ModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 

Public Attributes

Int m_spawnNumberData
 How many spawn I maintain.
 
Int m_spawnStartNumberData
 How many spawn I start with.
 
Int m_spawnReplaceDelayData
 After this many frames, I can replace one.
 
Int m_initialBurst
 How many should I make immediately, ignoring the delay?
 
Bool m_isOneShotData
 Do I just spawn once and go dormant?
 
Bool m_canReclaimOrphans
 Can I reclaim orphans for purposes of spawning.
 
Bool m_aggregateHealth
 should I calc an offset for the healthbox, averaging all my spawn
 
Bool m_exitByBudding
 do I create each new spawn atop an existing one?
 
Bool m_spawnedRequireSpawner
 Spawned objects can only exist while the spawner (us) is alive and present.
 
Bool m_slavesHaveFreeWill
 Slaves with free will don't attack when parent attacks.
 
DamageTypeFlags m_damageTypesToPropagateToSlaves
 
std::vector< AsciiStringm_spawnTemplateNameData
 
DieMuxData m_dieMuxData
 

Detailed Description

Definition at line 50 of file SpawnBehavior.h.

Constructor & Destructor Documentation

◆ SpawnBehaviorModuleData()

SpawnBehaviorModuleData::SpawnBehaviorModuleData ( )
inline

Definition at line 67 of file SpawnBehavior.h.

Member Function Documentation

◆ buildFieldParse()

static void SpawnBehaviorModuleData::buildFieldParse ( MultiIniFieldParse & p)
inlinestatic

Definition at line 85 of file SpawnBehavior.h.

Member Data Documentation

◆ m_aggregateHealth

Bool SpawnBehaviorModuleData::m_aggregateHealth

should I calc an offset for the healthbox, averaging all my spawn

Definition at line 59 of file SpawnBehavior.h.

◆ m_canReclaimOrphans

Bool SpawnBehaviorModuleData::m_canReclaimOrphans

Can I reclaim orphans for purposes of spawning.

Definition at line 58 of file SpawnBehavior.h.

◆ m_damageTypesToPropagateToSlaves

DamageTypeFlags SpawnBehaviorModuleData::m_damageTypesToPropagateToSlaves

Definition at line 63 of file SpawnBehavior.h.

◆ m_dieMuxData

DieMuxData SpawnBehaviorModuleData::m_dieMuxData

Definition at line 65 of file SpawnBehavior.h.

◆ m_exitByBudding

Bool SpawnBehaviorModuleData::m_exitByBudding

do I create each new spawn atop an existing one?

Definition at line 60 of file SpawnBehavior.h.

◆ m_initialBurst

Int SpawnBehaviorModuleData::m_initialBurst

How many should I make immediately, ignoring the delay?

Definition at line 56 of file SpawnBehavior.h.

◆ m_isOneShotData

Bool SpawnBehaviorModuleData::m_isOneShotData

Do I just spawn once and go dormant?

Definition at line 57 of file SpawnBehavior.h.

◆ m_slavesHaveFreeWill

Bool SpawnBehaviorModuleData::m_slavesHaveFreeWill

Slaves with free will don't attack when parent attacks.

Definition at line 62 of file SpawnBehavior.h.

◆ m_spawnedRequireSpawner

Bool SpawnBehaviorModuleData::m_spawnedRequireSpawner

Spawned objects can only exist while the spawner (us) is alive and present.

Definition at line 61 of file SpawnBehavior.h.

◆ m_spawnNumberData

Int SpawnBehaviorModuleData::m_spawnNumberData

How many spawn I maintain.

Definition at line 53 of file SpawnBehavior.h.

◆ m_spawnReplaceDelayData

Int SpawnBehaviorModuleData::m_spawnReplaceDelayData

After this many frames, I can replace one.

Definition at line 55 of file SpawnBehavior.h.

◆ m_spawnStartNumberData

Int SpawnBehaviorModuleData::m_spawnStartNumberData

How many spawn I start with.

Definition at line 54 of file SpawnBehavior.h.

◆ m_spawnTemplateNameData

std::vector<AsciiString> SpawnBehaviorModuleData::m_spawnTemplateNameData

Definition at line 64 of file SpawnBehavior.h.


The documentation for this class was generated from the following file: