#include "vg/vg_bvh.h"
#include "vg/vg_msg.h"
+typedef struct ent_focus_context ent_focus_context;
+struct ent_focus_context
+{
+ world_instance *world;
+ u32 index; /* Array index of the focused entity */
+ bool active;
+};
+
void world_gen_entities_init( world_instance *world );
ent_spawn *world_find_spawn_by_name( world_instance *world,
const char *name );
void world_entity_start( world_instance *world, vg_msg *sav );
void world_entity_serialize( world_instance *world, vg_msg *sav );
-void ent_volume_call( world_instance *world, ent_call *call );
-void ent_audio_call( world_instance *world, ent_call *call );
-void ent_ccmd_call( world_instance *world, ent_call *call );
+entity_call_result ent_volume_call( world_instance *world, ent_call *call );
+entity_call_result ent_audio_call( world_instance *world, ent_call *call );
+entity_call_result ent_ccmd_call( world_instance *world, ent_call *call );
void entity_bh_expand_bound( void *user, boxf bound, u32 item_index );
float entity_bh_centroid( void *user, u32 item_index, int axis );
void entity_bh_closest( void *user, u32 item_index, v3f point,
v3f closest );
-void world_entity_focus( u32 entity_id );
+void world_entity_set_focus( u32 entity_id );
+void world_entity_focus_modal(void);
+
+void world_entity_exit_modal(void);
+void world_entity_clear_focus(void);
+
void world_entity_focus_preupdate(void);
void world_entity_focus_render(void);
-void world_entity_unfocus();
void world_entity_focus_camera( world_instance *world, u32 uid );
void update_ach_models(void);