void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.val = static_cast<ui32>(val); commitPackage(&sob); }
const CGObjectInstance * IGameCallback::putNewObject(Obj ID, int subID, int3 pos) { NewObject no; no.ID = ID; //creature no.subID= subID; no.pos = pos; commitPackage(&no); return getObj(no.id); //id field will be filled during applying on gs }
void IGameEventRealizer::showInfoDialog( InfoWindow *iw ) { commitPackage(iw); }