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https://github.com/DarkflameUniverse/DarkflameServer.git
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Public release of the DLU server code!
Have fun!
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85
dZoneManager/Spawner.h
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85
dZoneManager/Spawner.h
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#ifndef SPAWNER_H
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#define SPAWNER_H
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "Entity.h"
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#include "dZMCommon.h"
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#include <vector>
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#include <string>
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#include <functional>
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#include "LDFFormat.h"
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struct SpawnerNode {
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NiPoint3 position = NiPoint3::ZERO;
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NiQuaternion rotation = NiQuaternion::IDENTITY;
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uint32_t nodeID = 0;
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uint32_t nodeMax = 1;
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std::vector<LWOOBJID> entities;
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std::vector<LDFBaseData*> config;
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};
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struct SpawnerInfo {
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LWOOBJID spawnerID = LWOOBJID_EMPTY;
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LOT templateID = -1;
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std::string name = "";
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float templateScale = 1;
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float respawnTime = 0.0f;
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int32_t maxToSpawn = -1;
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uint32_t amountMaintained = 1;
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bool activeOnLoad = true;
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std::vector<SpawnerNode*> nodes = {};
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bool isNetwork = false;
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bool spawnsOnSmash = false;
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std::string spawnOnSmashGroupName = "";
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std::vector<std::string> groups = {};
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bool noAutoSpawn = false;
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bool noTimedSpawn = false;
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std::string grpNameQBShowBricks = "";
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bool spawnActivator = true;
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bool emulated = false;
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LWOOBJID emulator = LWOOBJID_EMPTY;
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};
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class Spawner {
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public:
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Spawner(SpawnerInfo info);
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~Spawner();
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Entity* Spawn();
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Entity* Spawn(std::vector<SpawnerNode*> freeNodes, bool force = false);
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void Update(float deltaTime);
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void NotifyOfEntityDeath(const LWOOBJID& objectID);
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void Activate();
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void Deactivate() { m_Active = false; };
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int32_t GetAmountSpawned() { return m_AmountSpawned; };
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std::string GetName() { return m_Info.name; };
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std::vector<std::string> GetGroups() { return m_Info.groups; };
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void AddSpawnedEntityDieCallback(std::function<void()> callback);
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void AddEntitySpawnedCallback(std::function<void(Entity*)> callback);
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void SetSpawnLot(LOT lot);
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void Reset();
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void SoftReset();
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void SetRespawnTime(float time);
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void SetNumToMaintain(int32_t value);
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bool GetIsSpawnSmashGroup() const { return m_SpawnSmashFoundGroup; };
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SpawnerInfo m_Info;
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bool m_Active = true;
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private:
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std::vector<std::function<void()>> m_SpawnedEntityDieCallbacks = {};
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std::vector<std::function<void(Entity*)>> m_EntitySpawnedCallbacks = {};
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bool m_SpawnSmashFoundGroup = false;
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std::vector<float> m_WaitTimes = {};
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bool m_NeedsUpdate = true;
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std::map<LWOOBJID, SpawnerNode*> m_Entities = {};
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EntityInfo m_EntityInfo;
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int32_t m_AmountSpawned = 0;
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bool m_Start = false;
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Spawner* m_SpawnOnSmash = nullptr;
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};
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#endif // SPAWNER_H
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