mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge branch 'main' into components-wheeeee
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commit
197d1bcdee
@ -338,7 +338,7 @@ This is a Work in Progress, but below are some quick links to documentaion for s
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## Former Contributors
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## Former Contributors
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* TheMachine
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* TheMachine
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* Matthew
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* Matthew
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* [Raine](https://github.com/Rainebannister)
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* [Raine](https://github.com/uwainium)
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* Bricknave
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* Bricknave
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## Special Thanks
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## Special Thanks
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@ -418,7 +418,7 @@ void Character::WriteToDatabase() {
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delete printer;
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delete printer;
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}
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}
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void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
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void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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// If the flag is already set, we don't have to recalculate it
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// If the flag is already set, we don't have to recalculate it
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if (GetPlayerFlag(flagId) == value) return;
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if (GetPlayerFlag(flagId) == value) return;
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@ -465,7 +465,7 @@ void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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}
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}
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bool Character::GetPlayerFlag(const int32_t flagId) const {
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bool Character::GetPlayerFlag(const uint32_t flagId) const {
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// Calculate the index first
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// Calculate the index first
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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@ -415,14 +415,14 @@ public:
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* @param flagId the ID of the flag to set
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* @param flagId the ID of the flag to set
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* @param value the value to set for the flag
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* @param value the value to set for the flag
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*/
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*/
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void SetPlayerFlag(int32_t flagId, bool value);
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void SetPlayerFlag(uint32_t flagId, bool value);
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/**
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/**
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* Gets the value for a certain character flag
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* Gets the value for a certain character flag
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* @param flagId the ID of the flag to get a value for
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* @param flagId the ID of the flag to get a value for
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* @return the value of the flag given the ID (the default is false, obviously)
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* @return the value of the flag given the ID (the default is false, obviously)
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*/
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*/
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bool GetPlayerFlag(int32_t flagId) const;
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bool GetPlayerFlag(uint32_t flagId) const;
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/**
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/**
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* Notifies the character that they're now muted
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* Notifies the character that they're now muted
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@ -1266,19 +1266,6 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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ChatPackets::SendSystemMessage(sysAddr, u"Failed to spawn entity.");
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ChatPackets::SendSystemMessage(sysAddr, u"Failed to spawn entity.");
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return;
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return;
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}
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}
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auto* havokVehiclePhysicsComponent = newEntity->GetComponent<HavokVehiclePhysicsComponent>();
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if (havokVehiclePhysicsComponent) {
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auto newRot = newEntity->GetRotation();
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auto angles = newRot.GetEulerAngles();
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// make it right side up
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angles.x -= PI;
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// make it going in the direction of the player
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angles.y -= PI;
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newRot = NiQuaternion::FromEulerAngles(angles);
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newEntity->SetRotation(newRot);
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}
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EntityManager::Instance()->ConstructEntity(newEntity);
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EntityManager::Instance()->ConstructEntity(newEntity);
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}
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}
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