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  | 
          ( | 
          int |           id | ) | 
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◆ m_BuildingConfig
  
  
      
        
          | ResourceName SCR_DestructibleBuildingEntity.m_BuildingConfig | 
         
       
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protected   | 
  
 
 
◆ m_iId
  
  
      
        
          | int SCR_DestructibleBuildingEntity.m_iId | 
         
       
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protected   | 
  
 
 
The documentation for this interface was generated from the following file:
- Game/Destruction/Building/SCR_DestructibleBuildingEntity.c