DarkflameServer/dGame/dBehaviors/JetPackBehavior.cpp

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#include "JetPackBehavior.h"
#include "BehaviorBranchContext.h"
#include "GameMessages.h"
#include "Character.h"
void JetPackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
GameMessages::SendSetJetPackMode(entity, true, this->m_BypassChecks, this->m_EnableHover, this->m_effectId, this->m_Airspeed, this->m_MaxAirspeed, this->m_VerticalVelocity, this->m_WarningEffectID);
if (entity->IsPlayer()) {
auto* character = entity->GetCharacter();
if (character) {
character->SetIsFlying(true);
}
}
}
void JetPackBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
GameMessages::SendSetJetPackMode(entity, false);
if (entity->IsPlayer()) {
auto* character = entity->GetCharacter();
if (character) {
character->SetIsFlying(false);
}
}
}
void JetPackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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Handle(context, bit_stream, branch);
}
void JetPackBehavior::Load() {
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this->m_WarningEffectID = GetInt("warning_effect_id");
this->m_Airspeed = GetFloat("airspeed");
this->m_MaxAirspeed = GetFloat("max_airspeed");
this->m_VerticalVelocity = GetFloat("vertical_velocity");
this->m_EnableHover = GetBoolean("enable_hover");
this->m_BypassChecks = GetBoolean("bypass_checks", true);
}