DarkflameServer/dGame/dComponents/PossessableComponent.h

47 lines
1.2 KiB
C
Raw Normal View History

#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
/**
* Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some
* player is controlling it.
*/
class PossessableComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSABLE;
PossessableComponent(Entity* parentEntity);
~PossessableComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void Update(float deltaTime) override;
/**
* Sets the possessor of this entity
* @param value the ID of the possessor to set
*/
void SetPossessor(LWOOBJID value);
/**
* Returns the possessor of this entity
* @return the possessor of this entitythe
*/
LWOOBJID GetPossessor() const;
/**
* Handles an OnUsed event by some other entity, if said entity has a PossessorComponent it becomes the possessor
* of this entity
* @param originator the entity that caused the event to trigger
*/
void OnUse(Entity* originator) override;
private:
/**
* The possessor of this entity, e.g. the entity that controls this entity
*/
LWOOBJID m_Possessor;
};