NAME

scene -- scene in Vortex Universe

PROTOTYPE

#define sUnitName "scene" static int ctrl_scene (int,unitptr); (int, static int load_scene (FILE*, static int save_scene (FILE*, static int remove_scene (unitptr, static bool IsSceneUnit (unitptr u)

ARGUMENTS

int,unitptr); (int
- not documented in source --
static int load_scene (FILE*
- not documented in source --
static int save_scene (FILE*
- not documented in source --
static int remove_scene (unitptr
- not documented in source --
static bool IsSceneUnit (unitptr u
- not documented in source --

( {return (u->remove == remove_scene)

unitptr scene (const char *pcUniverseName, *pcFileName, *pTM)

ARGUMENTS

int,unitptr); (int
- not documented in source --
static int load_scene (FILE*
- not documented in source --
static int save_scene (FILE*
- not documented in source --
static int remove_scene (unitptr
- not documented in source --
static bool IsSceneUnit (unitptr u
- not documented in source --
{return (u->remove == remove_scene
- not documented in source --
const char *pcUniverseName
- not documented in source --
*pcFileName
- not documented in source --
*pTM
- not documented in source --

RETURN VALUE:

A pointer to the created unit or NULL in the case of an error.

DESCRIPTION:

EXECUTION:

Execution of the created unit does nothing. It's only purpose is to instantiate all objects within the scene and to register them to the universe.

FILE

nst_vortex.cc