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feat: Dragonmaw (#1562)
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
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@@ -18,6 +18,7 @@ class LDFBaseData;
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class Entity;
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class dpEntity;
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enum class ePhysicsEffectType : uint32_t ;
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enum class eReplicaComponentType : uint32_t;
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/**
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* Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be
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@@ -34,11 +35,6 @@ public:
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Creates the physics shape for this entity based on LDF data
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*/
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void CreatePhysics();
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/**
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* Sets the direction this physics object is pointed at
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* @param pos the direction to set
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@@ -109,7 +105,7 @@ public:
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/**
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* Spawns an object at each of the vertices for debugging purposes
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*/
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void SpawnVertices();
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void SpawnVertices() const;
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/**
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* Legacy stuff no clue what this does
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@@ -166,11 +162,6 @@ private:
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the physics object has been created yet
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*/
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bool m_HasCreatedPhysics = false;
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/**
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* Whether or not this physics object represents an object that updates the respawn pos of an entity that crosses it
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*/
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