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#ifndef GAME_MWCLASS_DOOR_H
#define GAME_MWCLASS_DOOR_H
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#include <components/esm/loaddoor.hpp>
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#include "../mwworld/class.hpp"
namespace MWClass
{
class Door : public MWWorld::Class
{
void ensureCustomData (const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override;
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public:
void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const override;
void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const override;
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bool isDoor() const override;
bool useAnim() const override;
std::string getName (const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
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std::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const override;
///< Generate action for activation
MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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static std::string getDestination (const MWWorld::LiveCellRef<ESM::Door>& door);
///< @return destination cell name or token
bool canLock(const MWWorld::ConstPtr &ptr) const override;
bool allowTelekinesis(const MWWorld::ConstPtr &ptr) const override;
///< Return whether this class of object can be activated with telekinesis
std::string getScript (const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
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static void registerSelf();
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std::string getModel(const MWWorld::ConstPtr &ptr) const override;
MWWorld::DoorState getDoorState (const MWWorld::ConstPtr &ptr) const override;
/// This does not actually cause the door to move. Use World::activateDoor instead.
void setDoorState (const MWWorld::Ptr &ptr, MWWorld::DoorState state) const override;
void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
///< Read additional state from \a state into \a ptr.
void writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const override;
///< Write additional state from \a ptr into \a state.
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};
}
#endif