void Scene::insertCell (Ptr::CellStore &cell, bool rescale) { // Loop through all references in the cell insertCellRefList(mRendering, cell.mActivators, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mPotions, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mAppas, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mArmors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale); }
void Scene::insertCell (Ptr::CellStore &cell) { // Loop through all references in the cell insertCellRefList(mRendering, cell.activators, cell, *mPhysics); insertCellRefList(mRendering, cell.potions, cell, *mPhysics); insertCellRefList(mRendering, cell.appas, cell, *mPhysics); insertCellRefList(mRendering, cell.armors, cell, *mPhysics); insertCellRefList(mRendering, cell.books, cell, *mPhysics); insertCellRefList(mRendering, cell.clothes, cell, *mPhysics); insertCellRefList(mRendering, cell.containers, cell, *mPhysics); insertCellRefList(mRendering, cell.creatures, cell, *mPhysics); insertCellRefList(mRendering, cell.doors, cell, *mPhysics); insertCellRefList(mRendering, cell.ingreds, cell, *mPhysics); insertCellRefList(mRendering, cell.creatureLists, cell, *mPhysics); insertCellRefList(mRendering, cell.itemLists, cell, *mPhysics); insertCellRefList(mRendering, cell.lights, cell, *mPhysics); insertCellRefList(mRendering, cell.lockpicks, cell, *mPhysics); insertCellRefList(mRendering, cell.miscItems, cell, *mPhysics); insertCellRefList(mRendering, cell.npcs, cell, *mPhysics); insertCellRefList(mRendering, cell.probes, cell, *mPhysics); insertCellRefList(mRendering, cell.repairs, cell, *mPhysics); insertCellRefList(mRendering, cell.statics, cell, *mPhysics); insertCellRefList(mRendering, cell.weapons, cell, *mPhysics); }
void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell, MWWorld::Environment& environment) { // Loop through all references in the cell insertCellRefList(mRendering, environment, cell.activators, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.potions, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.appas, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.armors, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.books, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.clothes, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.containers, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.creatures, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.doors, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.ingreds, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.creatureLists, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.itemLists, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.lights, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.lockpicks, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.miscItems, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.npcs, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.probes, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.repairs, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.statics, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.weapons, cell, *mPhysics); }
void Scene::insertCell (Ptr::CellStore &cell, bool rescale) { // Loop through all references in the cell insertCellRefList(mRendering, cell.mActivators, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mPotions, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mAppas, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mArmors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale); // Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly) insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale); }