2#include <game/framework/f_list_mg.hpp>
3#include <game/framework/f_list_mg_ptmf.hpp>
4#include <game/framework/f_base.hpp>
10 if (node ==
nullptr) {
15 if (curr ==
nullptr) {
20 if (curr->getOrder() > node->getOrder()) {
25 while (curr->getNext() && curr->getNext()->getOrder() <= node->getOrder()) {
26 curr = curr->getNext();
40 while (curr !=
nullptr) {
55 if (curr->mpOwner->mUniqueID ==
id) {
66 if (curr->mpOwner->mProfName == prof) {
bool append(cListNd_c *node)
Adds a node to the end of the list.
bool remove(cListNd_c *node)
Removes a node from the list.
cListNd_c * mpFirst
The first node in the list.
bool insertAfter(cListNd_c *node, cListNd_c *prevNode)
Inserts a node after the given previous node.
fLiMgBa_c mUnusedList
[Unused]. See Unused Content.
int countNodeByProfName(ProfileName profName) const
Counts the number of bases using the given profile name.
const fLiNdBa_c * searchNodeByID(fBaseID_e id) const
Searches for a base with the given ID.
bool addNode(fLiNdPrio_c *node)
Adds a node to the list, according to its priority.
int(fBase_c::* mpProcFunc)()
The process function for the list.
bool walkPack()
Calls the process function on each base in the list.
void removeSelf()
Removes this node from the owner's mUnusedList.
fBase_c * mpOwner
The owner of this node.
A base list node, with priority fields for reordering.
fBaseID_e
A unique identifier for each base.
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.