DarkflameServer/dGame/dComponents/BouncerComponent.h

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#ifndef BOUNCERCOMPONENT_H
#define BOUNCERCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
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class BouncerComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
void Startup() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
* Sets whether or not this bouncer needs to be activated by a pet
* @param value whether or not this bouncer needs to be activated by a pet
*/
void SetBounceOnCollision(bool value);
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/**
* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
* also displays FX accordingly.
* @param value whether or not this bouncer is activated by a pet
*/
void SetBouncerEnabled(bool value);
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/**
* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
*/
void LookupPetSwitch();
private:
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/**
* Whether this bouncer is currently being activated by a pet
*/
bool m_BounceOnCollision;
bool m_DirtyBounceInfo;
};
#endif // BOUNCERCOMPONENT_H