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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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@@ -1,10 +1,8 @@
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/*
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* Darkflame Universe
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* Copyright 2023
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*/
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// Darkflame Universe
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// Copyright 2024
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#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
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#define __RIGIDBODYPHANTOMPHYSICS_H__
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#ifndef RIGIDBODYPHANTOMPHYSICS_H
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#define RIGIDBODYPHANTOMPHYSICS_H
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#include "BitStream.h"
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#include "dCommonVars.h"
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@@ -13,6 +11,8 @@
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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class dpEntity;
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/**
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* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
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* bananas that fall from trees in GF.
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@@ -23,7 +23,15 @@ public:
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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void Update(const float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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void SpawnVertices() const;
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private:
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float m_Scale{};
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dpEntity* m_dpEntity{};
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};
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#endif // __RIGIDBODYPHANTOMPHYSICS_H__
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#endif // RIGIDBODYPHANTOMPHYSICS_H
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