Building switches between undamaged/damaged/destroyed states based on damage to regions and destruction If a region is only partially damaged, its damage is stored in a map (m_RegionDamage) that stores index and damage If a region is destroyed, it is stored in a bitmask array (m_RegionMask) If the entire building is destroyed, only a single bool is set (m_bDestroyed) This ensures a minimal amount of data is stored per building to handle destruction.
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Building switches between undamaged/damaged/destroyed states based on damage to regions and destruction If a region is only partially damaged, its damage is stored in a map (m_RegionDamage) that stores index and damage If a region is destroyed, it is stored in a bitmask array (m_RegionMask) If the entire building is destroyed, only a single bool is set (m_bDestroyed) This ensures a minimal amount of data is stored per building to handle destruction.
◆ GetBuildingId()
int SCR_DestructibleBuildingEntity.GetBuildingId |
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◆ SetBuildingId()
void SCR_DestructibleBuildingEntity.SetBuildingId |
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◆ m_BuildingConfig
ResourceName SCR_DestructibleBuildingEntity.m_BuildingConfig |
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◆ m_iId
int SCR_DestructibleBuildingEntity.m_iId |
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The documentation for this interface was generated from the following file:
- Game/Destruction/Building/SCR_DestructibleBuildingEntity.c