cleanup
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@@ -104,12 +104,6 @@ public:
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// Returns false if bay not found, wrong type, or output buffer is full.
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bool deliverScrapToSalvageBay(EntityId bayId);
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// Increase a building's HP by amount, clamped to maxHp.
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void healBuilding(EntityId id, float amount);
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// Reduce a building's HP by amount; hp may go below 0 (step 9 processes deaths).
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void damageBuilding(EntityId id, float amount);
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// Bypass the construction queue and create a fully-operational Building
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// immediately. Used for pre-placed structures (HQ, defence stations).
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// surfaceMask comes from the relevant config struct.
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@@ -122,10 +116,7 @@ public:
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// Returns true if found and removed.
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bool removeBuilding(EntityId id);
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// Set the weapon component on an already-placed defence station.
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void initStationWeapon(EntityId id, const StationWeapon& weapon);
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// Mutable iteration over all operational buildings (used by CombatSystem).
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// Mutable iteration over all operational buildings.
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void forEachBuilding(std::function<void(Building&)> fn);
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private:
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