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 W3DModelDrawModuleData * getAsW3DModelDrawModuleData () const
 
virtual const W3DTreeDrawModuleData * getAsW3DTreeDrawModuleData () 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< AsciiString > m_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: