Simulator::cCreatureGameData class

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.