2#include <game/framework/f_line_mg.hpp>
3#include <game/framework/f_base.hpp>
14 if (curr ==
nullptr) {
19 if (curr->getOrder() > node->getOrder()) {
24 while (curr->getNext() && curr->getNext()->getOrder() <= node->getOrder()) {
25 curr = curr->getNext();
39 while (curr !=
nullptr) {
53 for (
fLiNdBaLink_c *curr = getFirst(); curr !=
nullptr; curr = curr->getNext()) {
54 if (curr->mpOwner->mUniqueID ==
id) {
64 for (
fLiNdBaLink_c *curr = getFirst(); curr !=
nullptr; curr = curr->getNext()) {
65 if (curr->mpOwner->mProfName == prof) {
74 mpOwner->mBaseLinks.removeLineNode(
this);
bool insertLineNode(cLineNd_c *node, cLineNd_c *prevNode)
Inserts a node after the given previous node.
bool addLastLineNode(cLineNd_c *node)
Adds a node to the end of the list.
bool insertLineNodePriority(fLiNdBaPr_c *node)
Adds a node to the list, according to its priority.
int(fBase_c::* mpProcFunc)()
The process function for the list.
bool lineListProc()
Calls the process function on each base in the list.
int countNodeByProfName(ProfileName profName) const
Counts the number of bases using the given profile name.
const fLiNdBaLink_c * searchNodeByID(fBaseID_e id) const
Searches for a base with the given ID.
void clearData()
Removes this node from the owner's mUnusedList.
fBase_c * mpOwner
The owner of this node.
A base line node, with priority fields for reordering.
fBaseID_e
A unique identifier for each base.
u16 ProfileName
The name of a profile. Value is a fProf::PROFILE_NAME_e.