DarkflameServer/dGame/dBehaviors/FallSpeedBehavior.cpp

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#include "FallSpeedBehavior.h"
#include "ControllablePhysicsComponent.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
// make sure required parameter has non-default value
if (m_PercentSlowed == 0.0f) return;
auto* target = Game::entityManager->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
Game::entityManager->SerializeEntity(target);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
context->RegisterEndBehavior(this, branch);
}
}
void FallSpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void FallSpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void FallSpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
End(context, branch, LWOOBJID_EMPTY);
}
void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetGravityScale(1);
Game::entityManager->SerializeEntity(target);
}
void FallSpeedBehavior::Load(){
m_PercentSlowed = GetFloat("percent_slowed");
}