Stardew Engine
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WfExit.c File Reference
#include "WfExit.h"
#include "Entities.h"
#include "GameFramework.h"
#include "Game2DLayer.h"
#include "BinarySerializer.h"
#include "ObjectPool.h"
#include "Components.h"
#include "WfEntities.h"
#include "WfWorld.h"
#include "WfUI.h"
#include "Log.h"
Include dependency graph for WfExit.c:

Data Structures

struct  WfExitEntityData
 

Functions

void WfInitExit ()
 
void WfOnExitSensorOverlapBegin (struct GameFrameworkLayer *pLayer, HEntity2D hOverlappingEntity, HEntity2D thisSensorEntity)
 
void WfDeSerializeExitEntityV1 (struct BinarySerializer *bs, struct Entity2D *pOutEnt, struct GameLayer2DData *pData)
 
void WfDeSerializeExitEntity (struct BinarySerializer *bs, struct Entity2D *pOutEnt, struct GameLayer2DData *pData)
 
void WfSerializeExitEntity (struct BinarySerializer *bs, struct Entity2D *pInEnt, struct GameLayer2DData *pData)
 

Function Documentation

◆ WfDeSerializeExitEntity()

void WfDeSerializeExitEntity ( struct BinarySerializer bs,
struct Entity2D pOutEnt,
struct GameLayer2DData pData 
)

◆ WfDeSerializeExitEntityV1()

void WfDeSerializeExitEntityV1 ( struct BinarySerializer bs,
struct Entity2D pOutEnt,
struct GameLayer2DData pData 
)

◆ WfInitExit()

void WfInitExit ( )

◆ WfOnExitSensorOverlapBegin()

void WfOnExitSensorOverlapBegin ( struct GameFrameworkLayer pLayer,
HEntity2D  hOverlappingEntity,
HEntity2D  thisSensorEntity 
)

◆ WfSerializeExitEntity()

void WfSerializeExitEntity ( struct BinarySerializer bs,
struct Entity2D pInEnt,
struct GameLayer2DData pData 
)