1#include "Game/LiveActor/ActiveActorList.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
4ActiveActorList::ActiveActorList(
int max) {
12bool ActiveActorList::isFull()
const {
13 return mCurCount >= mMaxCount;
16void ActiveActorList::addActor(
LiveActor *pActor) {
18 mActorList[mCurCount] = pActor;
23void ActiveActorList::removeDeadActor() {
27 while (cur < mCurCount) {
28 if (MR::isDead(mActorList[idx])) {
29 mActorList[idx] = mActorList[mCurCount - 1];
30 s32 newCount = mCurCount - 1;
31 mActorList[newCount] = 0;
41void ActiveActorList::clear() {
42 for (s32 i = 0; i < mMaxCount; i++) {
49void ActiveActorList::killAll() {
50 for (s32 i = 0; i < mCurCount; i++) {
51 if (!MR::isDead(mActorList[i])) {
52 mActorList[i]->kill();
The basis of a drawable actor that can contain states (see: Nerve)