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https://github.com/DarkflameUniverse/DarkflameServer.git
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Use of final
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@ -6,7 +6,7 @@
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class Entity;
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class Entity;
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class AchievementVendorComponent : public VendorComponent {
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class AchievementVendorComponent final : public VendorComponent {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ACHIEVEMENT_VENDOR;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ACHIEVEMENT_VENDOR;
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AchievementVendorComponent(Entity* parent);
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AchievementVendorComponent(Entity* parent);
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@ -51,7 +51,7 @@ struct AiSkillEntry {
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/**
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/**
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* Handles the AI of entities, making them wander, tether and attack their enemies
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* Handles the AI of entities, making them wander, tether and attack their enemies
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*/
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*/
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class BaseCombatAIComponent : public Component {
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class BaseCombatAIComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
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@ -46,7 +46,6 @@ void BouncerComponent::SetBouncerEnabled(bool value) {
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m_ParentEntity->TriggerEvent(eTriggerEventType::PET_OFF_SWITCH, m_ParentEntity);
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m_ParentEntity->TriggerEvent(eTriggerEventType::PET_OFF_SWITCH, m_ParentEntity);
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GameMessages::SendStopFXEffect(m_ParentEntity, true, "PetOnSwitch");
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GameMessages::SendStopFXEffect(m_ParentEntity, true, "PetOnSwitch");
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}
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}
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}
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}
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void BouncerComponent::LookupPetSwitch() {
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void BouncerComponent::LookupPetSwitch() {
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@ -10,7 +10,7 @@
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/**
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/**
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* Attached to bouncer entities, allowing other entities to bounce off of it
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* Attached to bouncer entities, allowing other entities to bounce off of it
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*/
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*/
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class BouncerComponent : public Component {
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class BouncerComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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@ -14,12 +14,6 @@
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std::unordered_map<int32_t, std::vector<BuffParameter>> BuffComponent::m_Cache{};
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std::unordered_map<int32_t, std::vector<BuffParameter>> BuffComponent::m_Cache{};
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BuffComponent::BuffComponent(Entity* parent) : Component(parent) {
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}
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BuffComponent::~BuffComponent() {
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}
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void BuffComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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void BuffComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (!bIsInitialUpdate) return;
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if (!bIsInitialUpdate) return;
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if (m_Buffs.empty()) {
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if (m_Buffs.empty()) {
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@ -14,20 +14,18 @@ class Entity;
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/**
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/**
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* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
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* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
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*/
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*/
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struct BuffParameter
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struct BuffParameter {
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{
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int32_t buffId = 0;
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int32_t buffId;
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std::string name;
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std::string name;
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float value;
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float value = 0.0f;
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std::vector<float> values;
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std::vector<float> values;
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int32_t effectId;
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int32_t effectId = 0;
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};
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};
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/**
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/**
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* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
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* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
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*/
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*/
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struct Buff
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struct Buff {
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{
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int32_t id = 0;
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int32_t id = 0;
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float time = 0;
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float time = 0;
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float tick = 0;
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float tick = 0;
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@ -40,13 +38,11 @@ struct Buff
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/**
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/**
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* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
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* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
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*/
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*/
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class BuffComponent : public Component {
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class BuffComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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explicit BuffComponent(Entity* parent);
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explicit BuffComponent(Entity* parent) : Component(parent) { };
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~BuffComponent();
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Entity* GetParentEntity() const;
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Entity* GetParentEntity() const;
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