25 #ifndef ENGINES_JADE_CREATURE_H 26 #define ENGINES_JADE_CREATURE_H 104 #endif // ENGINES_JADE_CREATURE_H An object within a Jade Empire area.
void enter()
The cursor entered the creature.
void setPosition(float x, float y, float z)
Set the creature's position.
uint32 _headType
The creature's type of head if separate from the model.
void show()
Show the creature's model.
void hide()
Hide the creature's model.
void loadInstance(const Aurora::GFF3Struct &gff)
void createFakePC()
Create a fake player character creature for testing purposes.
A simple scoped smart pointer template.
void leave()
The cursor left the creature.
Basic Aurora graphics types.
int32 getAutoBalance() const
Creature()
Create a dummy creature instance.
void load(const Aurora::GFF3Struct &creature)
Low-level type definitions to handle fixed width types portably.
bool _isPC
Is the creature a PC?
An object within a Jade area.
virtual void highlight(bool enabled)
(Un)Highlight the creature.
Basic type definitions to handle files used in BioWare's Aurora engine.
Common::ScopedPtr< Graphics::Aurora::Model > _model
The creature's model.
void setOrientation(float x, float y, float z, float angle)
Set the creature's orientation.
uint32 _appearance
The creature's general appearance.
void loadBlueprint(const Aurora::GFF3Struct &gff)
bool isPC() const
Is the creature a player character?