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Fully re-implemented initialize
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@@ -23,6 +23,10 @@ class BaseCombatAIComponent;
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* Information that describes the different variables used to make an entity move around
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*/
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struct MovementAIInfo {
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// copy assignment
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MovementAIInfo& operator=(const MovementAIInfo& other) = default;
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std::string movementType;
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/**
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@@ -59,8 +63,10 @@ class MovementAIComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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~MovementAIComponent() override;
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MovementAIComponent(Entity* parentEntity, int32_t componentId = -1);
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void Startup() override;
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void LoadTemplateData() override;
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void LoadConfigData() override;
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void Update(float deltaTime) override;
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@@ -217,6 +223,7 @@ public:
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*/
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static float GetBaseSpeed(LOT lot);
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void SetMoveInfo(const MovementAIInfo& value);
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private:
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/**
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@@ -326,6 +333,8 @@ private:
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* Cache of all lots and their respective speeds
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*/
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static std::map<LOT, float> m_PhysicsSpeedCache;
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int32_t m_ComponentId;
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};
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#endif // MOVEMENTAICOMPONENT_H
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