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
*/
class BouncerComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
~BouncerComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
Entity* GetParentEntity() const;
/**
* 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 SetPetEnabled(bool value);
/**
* 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 SetPetBouncerEnabled(bool value);
/**
* Gets whether this bouncer should be enabled using pets
* @return whether this bouncer should be enabled using pets
*/
bool GetPetEnabled() const;
/**
* Gets whether this bouncer is currently activated by a pet
* @return whether this bouncer is currently activated by a pet
*/
bool GetPetBouncerEnabled() const;
/**
* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
*/
void LookupPetSwitch();
private:
/**
* Whether this bouncer needs to be activated by a pet
*/
bool m_PetEnabled;
/**
* Whether this bouncer is currently being activated by a pet
*/
bool m_PetBouncerEnabled;
/**
* Whether the pet switch for this bouncer has been located
*/
bool m_PetSwitchLoaded;
};
#endif // BOUNCERCOMPONENT_H