7 #ifndef CAFU_GAMESYS_COMPONENT_PLAYER_START_HPP_INCLUDED
8 #define CAFU_GAMESYS_COMPONENT_PLAYER_START_HPP_INCLUDED
10 #include "CompBase.hpp"
39 const char*
GetName()
const {
return "PlayerStart"; }
53 static int toString(lua_State* LuaState);
56 static const char* DocClass;
ComponentPlayerStartT * Clone() const
The virtual copy constructor.
Definition: CompPlayerStart.cpp:53
ComponentPlayerStartT()
The constructor.
Definition: CompPlayerStart.cpp:33
This component marks its entity as possible spawn point for human players that begin a single-player ...
Definition: CompPlayerStart.hpp:19
BoundingBox3fT GetEditorBB() const
Returns a bounding-box that the Map Editor can use to render the representation of this component's e...
Definition: CompPlayerStart.hpp:41
bool IsSinglePlayerStart() const
Returns whether players can be spawned here in single-player games.
Definition: CompPlayerStart.hpp:31
unsigned int GetEditorColor() const
Returns a color that the Map Editor can use to render the representation of this component's entity...
Definition: CompPlayerStart.hpp:40
const char * GetName() const
Returns the name of this component.
Definition: CompPlayerStart.hpp:39
static const luaL_Reg MethodsList[]
The list of Lua methods for this class.
Definition: CompPlayerStart.hpp:55
bool IsMultiPlayerStart() const
Returns whether players can be spawned here in multi-player games.
Definition: CompPlayerStart.hpp:34
Definition: TypeSys.hpp:52
Definition: TypeSys.hpp:57
This class keeps type information (about an entity class that occurs in the game).
Definition: TypeSys.hpp:79
const T & Get() const
Returns the value of this variable.
Definition: Variables.hpp:182
Definition: TypeSys.hpp:68
This is the base class for the components that an entity is composed/aggregated of.
Definition: CompBase.hpp:54