2022-08-06 03:01:59 +00:00
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#pragma once
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2021-12-05 17:54:36 +00:00
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#include "Entity.h"
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/**
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* Extended Entity for player data and behavior.
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*
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* Contains properties only a player entity would require, like associated SystemAddress and User.
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*
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* Keeps track of which entities are observed by this user for ghosting.
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*/
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class Player final : public Entity
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{
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public:
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explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
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/**
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* Getters
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*/
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User* GetParentUser() const override { return m_ParentUser; };
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const SystemAddress& GetSystemAddress() const override { return m_SystemAddress; };
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const NiPoint3& GetRespawnPosition() const override { return m_respawnPos; };
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const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
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uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
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/**
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* Setters
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*/
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void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
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void SetSystemAddress(const SystemAddress& value) override;
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void SetRespawnPos(const NiPoint3& position) override;
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void SetRespawnRot(const NiQuaternion& rotation) override;
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/**
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* Ghosting
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*/
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~Player() override;
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private:
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SystemAddress m_SystemAddress;
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NiPoint3 m_respawnPos;
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NiQuaternion m_respawnRot;
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User* m_ParentUser;
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std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
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uint64_t m_DroppedCoins;
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};
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