Defensive stance: The unit will attack enemies but will never pursue them further
than its LOS away from its original position (the point where it last became idle).
Drop Down
The control can be pressed, but we will not inherent
this behavior from IGUIButtonBehavior, because when
you press this control, the list with elements will
immediately appear, and not first after release
(which is the whole gist of the IGUIButtonBehavior).
RayIntersect: intersect ray with this heightfield; return true if
intersection occurs (and fill in grid coordinates of intersection), or false
otherwise
Checks restrictions for the iteration, for instance if
you tell the recursor to avoid all hidden objects, it
will, and this function checks a certain object's
restriction values.
Should be called every time the settings has been updated
will also send a message GUIM_SETTINGS_UPDATED, so that
if a derived object wants to add things to be updated,
they add it in that message part, this is a better solution
than making this virtual, since the updates that the base
class does, are the most essential.
Check whether the placement location is valid (look at whether we're
on the map, who owns the territory, whether we are on a socket, and
whether we are colliding with anything).
RayTriIntersect: intersect a ray with triangle defined by vertices
v0,v1,v2; return true if ray hits triangle at distance less than dist,
or false otherwise
LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and
calculate the coordinate of each alphamap within this packed texture
CRenderableObject: base class of all renderable objects - patches, models,
sprites, etc; stores position and bound information, and a pointer to
some renderdata necessary for the renderer to actually render it
this camera controls the frustum that is used for culling
and shadow calculations
Note that all code that works with camera movements should only change
m_ViewCamera.
Allocate: try to allocate a buffer of given number of vertices (each of
given size), with the given type, and using the given texture - return null
if no free chunks available