feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -1,9 +1,26 @@
#pragma once
#include "TargetGoal.h"
#include "EntitySelector.h"
class NearestAttackableTargetGoal;
// Anonymous class from NearestAttackableTargetGoal
class SubselectEntitySelector : public EntitySelector
{
private:
EntitySelector *m_subselector;
NearestAttackableTargetGoal *m_parent;
public:
SubselectEntitySelector(NearestAttackableTargetGoal *parent, EntitySelector *subselector);
~SubselectEntitySelector();
bool matches(shared_ptr<Entity> entity) const;
};
class NearestAttackableTargetGoal : public TargetGoal
{
friend class SubselectEntitySelector;
public:
class DistComp
{
@@ -17,18 +34,15 @@ public:
};
private:
weak_ptr<Mob> target;
const type_info& targetType;
int randomInterval;
DistComp *distComp;
EntitySelector *selector;
weak_ptr<LivingEntity> target;
public:
//public NearestAttackableTargetGoal(Mob mob, const type_info& targetType, float within, int randomInterval, bool mustSee)
//{
// this(mob, targetType, within, randomInterval, mustSee, false);
//}
NearestAttackableTargetGoal(PathfinderMob *mob, const type_info& targetType, int randomInterval, bool mustSee, bool mustReach = false, EntitySelector *entitySelector = NULL);
NearestAttackableTargetGoal(Mob *mob, const type_info& targetType, float within, int randomInterval, bool mustSee, bool mustReach = false);
virtual ~NearestAttackableTargetGoal();
virtual bool canUse();