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Allocate internal IDs to mobjs.
That always increment and are thus never repeated during a level.
Then clear out the ID list when changing levels.
This way, specific mobj can be searched for and returned to LUA/Coal without having to rely on TAGs.
The lookup could probably be something like std::unordered_map<uint64_t, MapObject *> mobj_list
And then you would do mobj_list[TID]
The text was updated successfully, but these errors were encountered:
Allocate internal IDs to mobjs.
That always increment and are thus never repeated during a level.
Then clear out the ID list when changing levels.
This way, specific mobj can be searched for and returned to LUA/Coal without having to rely on TAGs.
The lookup could probably be something like
std::unordered_map<uint64_t, MapObject *> mobj_list
And then you would do
mobj_list[TID]
The text was updated successfully, but these errors were encountered: