32 lterrain gterrain oterrain wterrain
34 material fluid item character glterrain olterrain gwterrain owterrain room level god
38 Contains a void Be()-function. If the entity is loaded into memory and enabled, this function
39 is called by entitypool::Be() every tick. Character actions, food spoiling and all such
40 action handlers are handled through Be(). Some of entity's important information, namely
41 bool Exists and bool Hasbe are (for optimization reasons) stored in a class called entityinfo,
42 which is inserted into entitypool when the entity is allocated. If Exists == false, the
43 entity is deleted during next entitypool::Be(). If Hasbe == false, the entity is disabled
44 and its Be() in not called. For instance lterrains are all disabled, since calling thousands
45 of useless virtual Be()s every tick would considerably waste resources.
48 Contains an ushort Type member, which is determined at compile time by the macro system. Each
49 instantatiable child class with individual properties, such as long sword, farmer, goblin
50 etc. are derived from type. When such classes are loaded, protocontainers uses Type member to
51 determine which class truly needs to be allocated.
54 Contains materials, which are stored in vector<material*> Material.
57 Contains an individual, material colorized bitmap* Picture.