25 #ifndef ENGINES_KOTOR2_DOOR_H 26 #define ENGINES_KOTOR2_DOOR_H 78 bool testCollision(
const glm::vec3 &orig,
const glm::vec3 &dest)
const;
118 #endif // ENGINES_KOTOR2_DOOR_H
Class to hold the two-dimensional array of a 2DA file.
void loadAppearance()
Load appearance-specific properties.
LinkedToFlag _linkedToFlag
Does this door link to anything?
ObjectType _linkedToType
The type of the object this door links to.
Module * _module
The module the door is in.
void leave()
The cursor left the door.
A class holding an UTF-8 string.
This door links to a waypoint.
void load(const Aurora::GFF3Struct &door)
Load from a door instance.
void enter()
The cursor entered the door.
This door links to another door.
Door(Module &module, const Aurora::GFF3Struct &door)
Load from a door instance.
uint32 _genericType
Index into the generic door types.
void highlight(bool enabled)
(Un)Highlight the door.
void hide()
Hide the door's model.
bool open(Object *opener)
The opener object opens this door.
bool isOpen() const
Is the door open?
Common::UString _linkedToModule
The module the object this door links to is in.
Common::UString _linkedTo
The object tag this door links to.
State _state
The current state of the door.
Opened in the other direction (normally counter-clock-wise).
bool testCollision(const glm::vec3 &orig, const glm::vec3 &dest) const
Basic type definitions to handle files used in BioWare's Aurora engine.
A situated object in a Star Wars: Knights of the Old Republic II - The Sith Lords area...
ObjectType
Object type, matches the bitfield in nwscript.nss.
This door links to nothing.
State
The state of a door.
bool click(Object *triggerer=0)
The door was clicked.
void loadObject(const Aurora::GFF3Struct &gff)
Load door-specific properties.
Opened in one direction (normally clock-wise).
void hideSoft()
Hide the door's model if applicable.
bool close(Object *closer)
The closer object closes this door.
Common::UString _transitionDestination
A localized string describing where this door leads to.