33#ifndef DVD_WAR_SCENE_H
34#define DVD_WAR_SCENE_H
41class TransformComponent;
42class RigidBodyComponent;
#define BEGIN_SCENE(SceneName)
#define END_SCENE(SceneName)
IMPrimitive replaces immediate mode calls to VB based rendering.
Handle console commands that start with a forward slash.
void updateSceneStateInternal(U64 deltaTimeUS) override
void weaponCollision(const RigidBodyComponent &collider)
void onSetActive() override
AI::AITeam * _faction[2]
Teams are factions for AIEntites so they can manage friend/foe situations.
U64 _lastNavMeshBuildTime
SceneGraphNode * _firstPersonWeapon
bool deinitializeAI(bool continueOnErrors)
void toggleCamera(InputParams param)
vector< TransformComponent * > _lightNodeTransforms
vector< SceneGraphNode * > _armyNPCs[2]
NPC's are the actual game entities.
SceneGraphNode * _particleEmitter
eastl::vector< Type > vector
SceneGraphNode * _flag[2]
IMPrimitive * _targetLines
bool initializeAI(bool continueOnErrors)
void startSimulation(I64 btnGUID)
AI::AIEntity * findAI(SceneGraphNode *node)
void debugDraw(GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) override
void registerPoint(U16 teamID, const string &unitName)
void checkGameCompletion()
void postLoadMainThread() override
Project const SceneEntry & entry
void printMessage(U8 eventId, const string &unitName) const
U16 registerInputActions() override