DarkflameServer/dGame/Player.h

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#pragma once
#include "Entity.h"
#include <unordered_set>
/**
* Extended Entity for player data and behavior.
*
* Contains properties only a player entity would require, like associated SystemAddress and User.
*
* Keeps track of which entities are observed by this user for ghosting.
*/
class Player final : public Entity
{
public:
explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
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/**
* Getters
*/
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; };
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
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/**
* Setters
*/
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void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
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;
/**
* Ghosting
*/
~Player() override;
private:
SystemAddress m_SystemAddress;
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NiPoint3 m_respawnPos;
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NiQuaternion m_respawnRot;
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User* m_ParentUser;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
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uint64_t m_DroppedCoins;
};