14 #include "../../bscript/bobject.h" 15 #include "../../clib/compilerspecifics.h" 16 #include "../../clib/rawtypes.h" 17 #include "../item/item.h" 18 #include "../reftypes.h" 19 #include "../udatfile.h" 76 void destroy_components();
85 void SetCustom(
bool custom );
86 void CustomHouseSetInitialState();
87 static UHouse* FindWorkingHouse(
u32 chrserial );
100 void ClearSquatters();
102 bool add_component( Component component );
103 static void list_contents(
const UHouse* house, ItemList& items_in, MobileList& chrs_in );
112 void create_components();
121 virtual bool script_isa(
unsigned isatype )
const POL_OVERRIDE;
155 components_.push_back( item );
Core::UObjectRef Squatter
CustomHouseDesign WorkingDesign
void add_component_no_check(Component item)
std::list< Items::Item * > ItemList
std::vector< Component > Components
std::vector< StaticRec > StaticList
Components * get_components()
std::vector< Squatter > Squatters
std::list< Mobile::Character * > MobileList
CustomHouseDesign CurrentDesign
std::vector< u8 > CurrentCompressed
CustomHouseDesign BackupDesign
Bscript::BObjectImp * destroy_house(UHouse *house)
void CustomHousesQuit(Core::PKTBI_D7 *msg)
std::vector< u8 > WorkingCompressed
bool can_add_component(const Items::Item *item)
bool IsWaitingForAccept() const