25 #ifndef ENGINES_KOTOR2_CREATURE_H 26 #define ENGINES_KOTOR2_CREATURE_H 42 class CharacterGenerationInfo;
145 #endif // ENGINES_KOTOR2_CREATURE_H Common::UString _conversation
void setPosition(float x, float y, float z)
Set the creature's position.
void playDefaultAnimation()
void highlight(bool enabled)
(Un)Highlight the creature.
bool isPartyMember() const
A class holding an UTF-8 string.
bool isVisible() const
Is the creature's model visible?
void loadBody(PartModels &parts)
void loadHead(PartModels &parts)
void createPC(const CharacterGenerationInfo &info)
Create a player character creature.
void playAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
A simple scoped smart pointer template.
void load(const Aurora::GFF3Struct &creature)
void loadProperties(const Aurora::GFF3Struct &gff)
void enter()
The cursor entered the creature.
void leave()
The cursor left the creature.
void playHeadAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
An object in a Star Wars: Knights of the Old Republic II - The Sith Lords area.
Basic Aurora graphics types.
bool _isPC
Is the creature a PC?
void info(const char *s,...)
void getPartModels(PartModels &parts, uint32 state='a')
float getCameraHeight() const
Parts of a creature's body.
Low-level type definitions to handle fixed width types portably.
Common::UString _modelType
const Common::UString & getConversation() const
Basic type definitions to handle files used in BioWare's Aurora engine.
uint32 _appearance
The creature's general appearance.
bool isPC() const
Is the creature a player character?
Common::UString bodyTexture
void hide()
Hide the creature's model.
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.
void createFakePC()
Create a fake player character creature for testing purposes.
Creature()
Create a dummy creature instance.
void show()
Show the creature's model.
bool click(Object *triggerer=0)
The creature was clicked.
void setDefaultAnimations()
void loadPortrait(const Aurora::GFF3Struct &gff)
void playDefaultHeadAnimation()