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Here is the header for our behaviour layer. Here we define the behaviour layer and also the implementations of every behaviour.
A Quest requires a behaviour and as such, one is defined here for the example Quest.
class BehaviourQuest : public BehaviourCommon
{
public:
BehaviourQuest (iCelEntity* entity, BehaviourLayer* bl, iCelPlLayer* pl)
: BehaviourCommon (entity, bl, pl) {
virtual ~BehaviourQuest () {
virtual const char* GetName () const { return "quest_behave";
virtual bool SendMessage (csStringID msg_id,
iCelPropertyClass* pc,
celData& ret, iCelParameterBlock* params, va_list arg);
;
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Almost identical to the existing level behaviour, this behaviour does very little.
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