class
cCreatureGameData
Public types
- enum class AbilityMode: int { Attack = 0, Social = 1 }
Public static functions
- static auto Get() -> cCreatureGameData*
- static auto AddEvolutionPoints(float points) -> void
- Increases the amount of evolution points, updating the UI and.
- static auto GetEvolutionPoints() -> float
- Returns the current amount of evolution points.
- static auto SetEvolutionPoints(float points) -> void
- Sets the
mEvolutionPoints
variable, but has no other effect on the game. - static auto GetEvoPointsToNextBrainLevel(int currentLevel = -1) -> float
- Returns the amount of evolution points required to achieve the next brain level.
- static auto GetAbilityMode() -> AbilityMode
- Get the current ability mode (Attack or Social)
- static auto SetAbilityMode(AbilityMode mode, bool playSound) -> void
- Changes the current ability mode (Attack or Social), optionally playing a sound.
- static auto AfterGlideFinish() -> void
- Called after a creature touches the ground after gliding.
- static auto CalculateAvatarNormalizingScale() -> void
- static auto GetAvatarNormalizingScale(cCreatureBase* creature = nullptr) -> float
Public variables
- int mCurrentBrainLevel
- float mAvatarNormalizingScale
- int mNumFlapsAllowed
- bool field_C
- bool field_D
- bool field_E
- bool field_F
- bool field_10
- bool field_11
- int field_14
-
Math::
Vector3 field_18 - AbilityMode mAbilityMode
- float mEvolutionPoints
-
uint64_
t DEPRECATED_mLearnedAbilities - int mLearnedAbilities
-
Math::
Vector3 mGlideStartPosition - The position on land on the last jump, is 0 if creature is on land.
Function documentation
static float Simulator:: cCreatureGameData:: GetEvoPointsToNextBrainLevel(int currentLevel = -1)
Returns the amount of evolution points required to achieve the next brain level.
Parameters | |
---|---|
currentLevel |
If the parameter is -1, it will use the avatar current brain level.
static void Simulator:: cCreatureGameData:: SetAbilityMode(AbilityMode mode,
bool playSound)
Changes the current ability mode (Attack or Social), optionally playing a sound.
This does not change the user interface.
static void Simulator:: cCreatureGameData:: AfterGlideFinish()
Called after a creature touches the ground after gliding.
This method resets the mGlideStartPosition
and mNumFlapsAllowed
values, and gives out the flying achievement if necessary.