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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 22:13:35 +00:00
Fix serialization for Controllable Physics
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40c59c7f51
commit
2db8caadde
@ -95,25 +95,23 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_ImmuneToStunInteractCount);
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}
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if (m_IgnoreMultipliers) m_DirtyCheats = false;
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outBitStream->Write(m_DirtyCheats);
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if (m_DirtyCheats) {
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outBitStream->Write(m_DirtyCheats || bIsInitialUpdate);
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if (m_DirtyCheats || bIsInitialUpdate) {
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outBitStream->Write(m_GravityScale);
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outBitStream->Write(m_SpeedMultiplier);
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if (!bIsInitialUpdate) m_DirtyCheats = false;
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}
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outBitStream->Write(m_DirtyEquippedItemInfo);
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if (m_DirtyEquippedItemInfo) {
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outBitStream->Write(m_DirtyEquippedItemInfo || bIsInitialUpdate);
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if (m_DirtyEquippedItemInfo || bIsInitialUpdate) {
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outBitStream->Write(m_PickupRadius);
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outBitStream->Write(m_InJetpackMode);
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if (!bIsInitialUpdate) m_DirtyEquippedItemInfo = false;
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}
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outBitStream->Write(m_DirtyBubble);
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if (m_DirtyBubble) {
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outBitStream->Write(m_DirtyBubble || bIsInitialUpdate);
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if (m_DirtyBubble || bIsInitialUpdate) {
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outBitStream->Write(m_IsInBubble);
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if (m_IsInBubble) {
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outBitStream->Write(m_BubbleType);
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@ -152,13 +150,12 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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m_DirtyAngularVelocity = false;
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}
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outBitStream->Write0();
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if (!bIsInitialUpdate) m_DirtyPosition = false;
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}
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if (!bIsInitialUpdate) {
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outBitStream->Write(m_IsTeleporting);
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m_IsTeleporting = false;
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outBitStream->Write0(); // LocalSpaceInfo
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if (!bIsInitialUpdate) {
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m_DirtyPosition = false;
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outBitStream->Write(m_IsTeleporting);
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m_IsTeleporting = false;
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}
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}
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}
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@ -333,7 +330,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims){
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void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
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if (m_IsInBubble) {
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Game::logger->Log("ControllablePhysicsComponent", "Already in bubble");
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return;
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@ -345,7 +342,7 @@ void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bo
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::DeactivateBubbleBuff(){
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void ControllablePhysicsComponent::DeactivateBubbleBuff() {
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m_DirtyBubble = true;
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m_IsInBubble = false;
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Game::entityManager->SerializeEntity(m_Parent);
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@ -360,9 +357,9 @@ void ControllablePhysicsComponent::SetStunImmunity(
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const bool bImmuneToStunJump,
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const bool bImmuneToStunMove,
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const bool bImmuneToStunTurn,
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const bool bImmuneToStunUseItem){
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const bool bImmuneToStunUseItem) {
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if (state == eStateChangeType::POP){
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if (state == eStateChangeType::POP) {
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if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
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if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
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if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
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