2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VISION_ARRAY_H
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#define NL_VISION_ARRAY_H
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#include "nel/misc/types_nl.h"
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#include "game_share/entity_types.h"
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#include "fe_types.h"
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#include "client_host.h"
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/*
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* Constants and basic types definitions
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*/
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typedef float TPriority;
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const CLFECOMMON::TCoord UNSET_DISTANCE = 99999999;
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/**
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* Vision array item union.
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* For property index DISTANCE_CE_PI, contains the DistanceCE.
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* For property index ENTITY_INDEX_PI, contains EntityIndex.
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* For other property indices, contains PropState.
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*/
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struct TPairState
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{
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/// Absolute distance between client and entity (in mm)
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CLFECOMMON::TCoord DistanceCE;
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//private:
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/// Current priority
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TPriority Priority;
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//public:
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/// Entity index, to reference the seen entity in the entity container
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TEntityIndex EntityIndex;
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/// Last priority before resetting
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TPriority LastPriority;
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enum TAssociationState
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{
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UnusedAssociation = 0, // Pair is not used
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AwaitingAssAck = 1, // Association was sent to the client
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NormalAssociation = 2, // Pair is used
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AwaitingDisAck = 3, // Disassociation was sent to the client
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//SubstitutionBeforeDisAck = 4, // Disassociation then association were sent to the client
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//SubstitutionAfterDisAck = 5, // The client acknowledged disassociation of substitution
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//CancelledSubstitution = 6 // A disassociation occurs before the client acknowledges the disassociation of substitution
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};
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//#ifdef NL_DEBUG
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uint32 PrevAssociationBits;
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//#endif
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/// Association State
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uint8 AssociationState;
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/// Association changebits (2 LSBits serialized)
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uint8 AssociationChangeBits;
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/// Association used
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bool SlotUsed;
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///
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TPairState()
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{
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resetItem();
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resetAssociation();
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}
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///
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void resetItem()
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{
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DistanceCE = UNSET_DISTANCE;
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Priority = 0;
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EntityIndex = TEntityIndex();
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LastPriority = 0;
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SlotUsed = false;
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}
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TPriority getPrio() const
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{
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return Priority;
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}
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/// Used for slot 0, instead of updatePrio()...
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void setSteadyPrio( TPriority prio )
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{
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LastPriority = prio;
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Priority = prio;
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}
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///
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void resetPrio()
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{
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LastPriority = Priority;
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Priority = 0;
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}
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///
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void revertPrio()
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{
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// Not a problem if this is done several times for the same pair
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Priority = LastPriority;
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}
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///
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void updatePrio()
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{
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if ( DistanceCE < 100.0f )
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{
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// < 0.1 m : prio += 100.0
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Priority += 100.0f;
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}
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else
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{
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// UNSET_DISTANCE (9999 m) : prio += 0.001
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// 100 m : prio += 0.1
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// 10 m : prio += 1.0
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// 1 m : prio += 10.0
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Priority += 10000.0f / (float)DistanceCE; // (distance in mm)
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}
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}
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///
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void changeAssociation()
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{
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++AssociationChangeBits; // increment counter
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}
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/// Return true if the association was suppressed (using unassociate()) and no new association was done yet
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bool associationSuppressed() const
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{
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return !SlotUsed;
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}
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///
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void associate()
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{
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SlotUsed = true;
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}
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///
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void unassociate()
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{
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changeAssociation();
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SlotUsed = false;
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}
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///
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void resetAssociation()
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{
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AssociationState = UnusedAssociation;
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AssociationChangeBits = 0;
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//#ifdef NL_DEBUG
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PrevAssociationBits = 0;
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//#endif
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}
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};
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/**
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* Vision Array.
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* It allows to access some data about the entities seen by the clients,
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* and the priorities of their properties. It is a 3D table.
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*
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* \author Olivier Cado
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* \author Nevrax France
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* \date 2002
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*/
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class CVisionArray
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{
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public:
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/// Constructor
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CVisionArray();
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/// Initialization
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void init() {}
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/// Return the status of an item (see enum in TBKEntityInfo in client_entity_id_translator.h)
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uint8 getAssociationState( TClientId clientid, CLFECOMMON::TCLEntityId ceid ) const
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{
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return _Array[clientid][ceid].AssociationState;
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/*
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return client->IdTranslator.isUsed(ceid) ?
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client->IdTranslator.getInfo(ceid).AssociationState :
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CClientEntityIdTranslator::CEntityInfo::UnusedAssociation;
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*/
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}
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/// Set the status of an item (see enum in TBKEntityInfo in client_entity_id_translator.h)
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void setAssociationState(TClientId clientid, CLFECOMMON::TCLEntityId ceid, uint8 state )
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{
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_Array[clientid][ceid].AssociationState = state;
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/*
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client->IdTranslator.getInfo(ceid).AssociationState = state;
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*/
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}
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/// Return the Entity Index of an entity
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void setEntityIndex( TClientId clientid, CLFECOMMON::TCLEntityId slot, TEntityIndex entityindex )
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{ _Array[clientid][slot].EntityIndex = entityindex; }
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/// Return the Entity Index of an entity
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TEntityIndex getEntityIndex( TClientId clientid, CLFECOMMON::TCLEntityId slot ) const
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{ return _Array[clientid][slot].EntityIndex; }
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/// Print the contents of an item, except the properties (debugging)
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//void printItem( TClientId clientid, CLFECOMMON::TCLEntityId ceid ) const;
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/// Access
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/* Return the seen entity that has the biggest distance with the client, and the corresponding
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* entity id as an out argument, or NULL if there is no visible entity at all.
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* Takes into account the entites in NormalState or PendingAssociation.
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*/
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//TVAItem *currentFurthestSeenEntity( TClientId clientid, TCLEntityId& resultceid );
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// Set new priority
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//void setPriority( TClientId clientid, CLFECOMMON::TCLEntityId ceid, CLFECOMMON::TPropIndex propindex, TPriority newprio );
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///
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TPairState& getPairState( TClientId clientId, CLFECOMMON::TCLEntityId slot )
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{
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return _Array[clientId][slot];
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}
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///
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TPairState* getClientStateArray(TClientId clientId)
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{
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return _Array[clientId];
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}
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protected:
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/// Easy and safe access to the client host object
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static CClientHost *clientHost( TClientId clientid );
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private:
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/// The array
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TPairState _Array [MAX_NB_CLIENTS+1] [256];
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};
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#endif // NL_VISION_ARRAY_H
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/* End of vision_array.h */
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