DarkflameServer/dGame/dComponents/MutableModelBehaviorComponent.h

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#pragma once
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
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#include "eReplicaComponentType.h"
class Entity;
/**
* Component that represents entities that are a model, e.g. collectible models and BBB models.
*/
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class MutableModelBehaviorComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR;
MutableModelBehaviorComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
private:
/**
* if the behavior info has changed
*/
bool m_DirtyModelBehaviorInfo;
/**
* The number of behaviors on the model
*/
uint32_t m_BehaviorCount;
/**
* if the models behaviors are paused
*/
bool m_IsPaused;
/**
* if the editing info is dirty
*/
bool m_DirtyModelEditingInfo;
/**
* The old ID of the model
*/
LWOOBJID m_OldObjId;
/**
* The ID of the editor of the model
*/
LWOOBJID m_Editor;
};