MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
MDL_LOAD_ARRAY( meta, &world->ent_region, ent_region, heap );
MDL_LOAD_ARRAY( meta, &world->ent_glider, ent_glider, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_npc, ent_npc, heap );
mdl_array_ptr infos;
MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
world_static.load_state = k_world_loader_none;
}
-struct world_load_args {
- enum world_purpose purpose;
- addon_reg *reg;
-};
-
/*
* Does a complete world switch using the remaining free slots
*/
-static void skaterift_world_load_thread( void *_args ){
+void skaterift_world_load_thread( void *_args )
+{
struct world_load_args args = *((struct world_load_args *)_args);
addon_reg *reg = args.reg;
/* holding pattern before we can start loading the new world, since we might be
* waiting for audio to stop */
-static void skaterift_change_client_world_preupdate(void){
+void skaterift_change_client_world_preupdate(void)
+{
for( u32 i=1; i<k_world_max; i++ ){
world_instance *inst = &world_static.instances[i];
}
/* places all loaded worlds into unloading state */
-static void skaterift_change_world_start( addon_reg *reg ){
+void skaterift_change_world_start( addon_reg *reg )
+{
if( world_static.active_instance != 0 )
vg_error( "Cannot change worlds while in non-root world\n" );
else{
}
/* console command for the above function */
-static int skaterift_load_world_command( int argc, const char *argv[] )
+int skaterift_load_world_command( int argc, const char *argv[] )
{
if( !vg_loader_availible() )
{
* 1. to see if all audios owned by the world have been stopped
* 2. that this is the least significant world
*/
-static int world_freeable( world_instance *world ){
+int world_freeable( world_instance *world )
+{
if( world->status != k_world_status_unloading ) return 0;
u8 world_id = (world - world_static.instances) + 1;
/*
* Free all resources for world instance
*/
-static void world_free( world_instance *world ){
+void world_free( world_instance *world )
+{
vg_info( "Free world @%p\n", world );
/* free meshes */
* reset the world structure without deallocating persistent buffers
* TODO: Make this a memset(0), and have persistent items live in a static loc
*/
-static void world_init_blank( world_instance *world ){
+void world_init_blank( world_instance *world )
+{
memset( &world->meta, 0, sizeof(mdl_context) );
world->textures = NULL;