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https://github.com/DarkflameUniverse/DarkflameServer.git
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Remove flags in controllablePhysics
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parent
2bb39f4fa5
commit
11b1f5b9d4
@ -24,8 +24,6 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_dpEntity = nullptr;
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m_Static = false;
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m_SpeedMultiplier = 1;
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@ -134,20 +132,20 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_IsOnGround);
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outBitStream->Write(m_IsOnRail);
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outBitStream->Write(m_DirtyVelocity);
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if (m_DirtyVelocity) {
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bool isVelocityZero = m_Velocity != NiPoint3::ZERO;
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outBitStream->Write(isVelocityZero);
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if (isVelocityZero) {
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outBitStream->Write(m_Velocity.x);
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outBitStream->Write(m_Velocity.y);
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outBitStream->Write(m_Velocity.z);
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m_DirtyVelocity = false;
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}
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outBitStream->Write(m_DirtyAngularVelocity);
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if (m_DirtyAngularVelocity) {
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bool isAngularVelocityZero = m_AngularVelocity != NiPoint3::ZERO;
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outBitStream->Write(isAngularVelocityZero);
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if (isAngularVelocityZero) {
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outBitStream->Write(m_AngularVelocity.x);
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outBitStream->Write(m_AngularVelocity.y);
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outBitStream->Write(m_AngularVelocity.z);
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m_DirtyAngularVelocity = false;
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}
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outBitStream->Write0(); // LocalSpaceInfo
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@ -230,7 +228,6 @@ void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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m_Velocity = vel;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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if (m_dpEntity) m_dpEntity->SetVelocity(vel);
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}
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@ -242,7 +239,6 @@ void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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m_AngularVelocity = vel;
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m_DirtyPosition = true;
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m_DirtyAngularVelocity = true;
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}
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void ControllablePhysicsComponent::SetIsOnGround(bool val) {
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@ -261,14 +257,6 @@ void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
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m_DirtyPosition = val;
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}
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void ControllablePhysicsComponent::SetDirtyVelocity(bool val) {
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m_DirtyVelocity = val;
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}
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void ControllablePhysicsComponent::SetDirtyAngularVelocity(bool val) {
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m_DirtyAngularVelocity = val;
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}
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void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
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m_ActivePickupRadiusScales.push_back(value);
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if (value > m_PickupRadius) {
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@ -116,18 +116,6 @@ public:
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*/
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void SetDirtyPosition(bool val);
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/**
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* Mark the velocity as dirty, forcing a serializtion update next tick
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* @param val whether or not the velocity is dirty
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*/
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void SetDirtyVelocity(bool val);
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/**
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* Mark the angular velocity as dirty, forcing a serialization update next tick
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* @param val whether or not the angular velocity is dirty
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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@ -337,21 +325,11 @@ private:
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*/
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NiQuaternion m_Rotation;
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/**
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* Whether or not the velocity is dirty, forcing a serialization of the velocity
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*/
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bool m_DirtyVelocity;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity;
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/**
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* Whether or not the angular velocity is dirty, forcing a serialization
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*/
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bool m_DirtyAngularVelocity;
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/**
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* The current angular velocity of the entity
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*/
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@ -347,7 +347,7 @@ int main(int argc, char** argv) {
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StartChatServer();
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Game::im->GetInstance(0, false, 0);
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Game::im->GetInstance(1800, false, 0);
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Game::im->GetInstance(1200, false, 0);
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StartAuthServer();
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}
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@ -182,9 +182,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
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vehiclePhysicsComponent->SetIsOnGround(onGround);
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vehiclePhysicsComponent->SetIsOnRail(onRail);
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vehiclePhysicsComponent->SetVelocity(velocity);
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vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
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vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
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vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
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vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
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} else {
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// Need to get the mount's controllable physics
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@ -195,9 +193,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
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controllablePhysicsComponent->SetIsOnGround(onGround);
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controllablePhysicsComponent->SetIsOnRail(onRail);
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controllablePhysicsComponent->SetVelocity(velocity);
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controllablePhysicsComponent->SetDirtyVelocity(velocityFlag);
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controllablePhysicsComponent->SetAngularVelocity(angVelocity);
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controllablePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
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}
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Game::entityManager->SerializeEntity(possassableEntity);
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}
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@ -221,9 +217,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
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comp->SetIsOnGround(onGround);
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comp->SetIsOnRail(onRail);
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comp->SetVelocity(velocity);
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comp->SetDirtyVelocity(velocityFlag);
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comp->SetAngularVelocity(angVelocity);
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comp->SetDirtyAngularVelocity(angVelocityFlag);
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auto* player = static_cast<Player*>(entity);
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player->SetGhostReferencePoint(position);
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