DarkflameServer/dGame/dComponents/PlayerForcedMovementComponent.h

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#pragma once
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Component that handles player forced movement
*
*/
class PlayerForcedMovementComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
PlayerForcedMovementComponent(Entity* parent);
~PlayerForcedMovementComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* @brief Set the Player On Rail object
*
* @param value if the player is on a rail
*/
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void SetPlayerOnRail(bool value) { m_PlayerOnRail = value; m_DirtyInfo = true; }
/**
* @brief Set the Show Billboard object
*
* @param value if the billboard should be shown
*/
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void SetShowBillboard(bool value) { m_ShowBillboard = value; m_DirtyInfo = true; }
/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
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/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
bool GetPlayerOnRail() { return m_PlayerOnRail; }
bool GetShowBillboard() { return m_ShowBillboard; }
private:
/**
* whether the info is dirty
*/
bool m_DirtyInfo = false;
/**
* whether the player is on a rail
*/
bool m_PlayerOnRail = false;
/**
* whether the billboard should be showing
*/
bool m_ShowBillboard = false;
};