◆ pullNPCPaths()
void Sherlock::Tattoo::TattooPeople::pullNPCPaths |
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Restore any saved NPC walk path data from any of the NPCs
◆ findSpeaker()
int Sherlock::Tattoo::TattooPeople::findSpeaker |
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int |
speaker | ) |
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overridevirtual |
Finds the scene background object corresponding to a specified speaker
Reimplemented from Sherlock::People.
◆ synchronize()
void Sherlock::Tattoo::TattooPeople::synchronize |
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Serializer & |
s | ) |
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overridevirtual |
◆ setTalkSequence()
void Sherlock::Tattoo::TattooPeople::setTalkSequence |
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int |
speaker, |
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int |
sequenceNum = 1 |
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) |
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overridevirtual |
Change the sequence of the scene background object associated with the specified speaker.
Implements Sherlock::People.
◆ loadWalk()
bool Sherlock::Tattoo::TattooPeople::loadWalk |
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overridevirtual |
◆ restrictToZone()
Restrict passed point to zone using Sherlock's positioning rules
Implements Sherlock::People.
◆ setListenSequence()
void Sherlock::Tattoo::TattooPeople::setListenSequence |
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int |
speaker, |
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int |
sequenceNum = 1 |
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) |
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overridevirtual |
If the specified speaker is a background object, it will set it so that it uses the Listen Sequence (specified by the sequence number). If the current sequence has an Allow Talk Code in it, the _gotoSeq field will be set so that the object begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code, the Listen Sequence will begin immediately.
- Parameters
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speaker | Who is speaking |
sequenceNum | Which listen sequence to use |
Implements Sherlock::People.
The documentation for this class was generated from the following file: