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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
Move empty definitions to header
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parent
7c1265911c
commit
478b6ff6a9
@ -5,39 +5,3 @@ Component::Component(Entity* owningEntity) {
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DluAssert(owningEntity != nullptr);
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DluAssert(owningEntity != nullptr);
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m_ParentEntity = owningEntity;
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m_ParentEntity = owningEntity;
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}
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}
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Component::~Component() {
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}
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void Component::Update(float deltaTime) {
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}
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void Component::OnUse(Entity* originator) {
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}
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void Component::UpdateXml(tinyxml2::XMLDocument* doc) {
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}
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void Component::LoadFromXml(tinyxml2::XMLDocument* doc) {
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}
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void Component::Startup() {
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}
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void Component::LoadConfigData() {
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}
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void Component::LoadTemplateData() {
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}
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void Component::Serialize(RakNet::BitStream* bitStream, bool isConstruction) {
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}
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@ -14,7 +14,7 @@ namespace RakNet {
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class Component {
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class Component {
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public:
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public:
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Component(Entity* owningEntity);
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Component(Entity* owningEntity);
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virtual ~Component();
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virtual ~Component() {};
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/**
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/**
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* Gets the owner of this component
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* Gets the owner of this component
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@ -26,45 +26,45 @@ public:
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* Event called when this component is being used, e.g. when some entity interacted with it
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* Event called when this component is being used, e.g. when some entity interacted with it
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* @param originator
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* @param originator
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*/
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*/
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virtual void OnUse(Entity* originator);
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virtual void OnUse(Entity* originator) {};
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/**
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/**
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* Save data from this componennt to character XML
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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* @param doc the document to write data to
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*/
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*/
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virtual void UpdateXml(tinyxml2::XMLDocument* doc);
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virtual void UpdateXml(tinyxml2::XMLDocument* doc) {};
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/**
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/**
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* Load base data for this component from character XML
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* Load base data for this component from character XML
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* @param doc the document to read data from
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* @param doc the document to read data from
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*/
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*/
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virtual void LoadFromXml(tinyxml2::XMLDocument* doc);
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virtual void LoadFromXml(tinyxml2::XMLDocument* doc) {};
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/**
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/**
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* Call after you have newed the component to initialize it
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* Call after you have newed the component to initialize it
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*/
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*/
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virtual void Startup();
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virtual void Startup() {};
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/**
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/**
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* Updates the component in the game loop
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* Updates the component in the game loop
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* @param deltaTime time passed since last update
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* @param deltaTime time passed since last update
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*/
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*/
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virtual void Update(float deltaTime);
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virtual void Update(float deltaTime) {};
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/**
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/**
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* Loads the data of this component from the luz/lvl configuration
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* Loads the data of this component from the luz/lvl configuration
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*/
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*/
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virtual void LoadConfigData();
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virtual void LoadConfigData() {};
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/**
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/**
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* Loads the data of this component from the cdclient database
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* Loads the data of this component from the cdclient database
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*/
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*/
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virtual void LoadTemplateData();
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virtual void LoadTemplateData() {};
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/**
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/**
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* Serializes the component for delivery to the client(s)
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* Serializes the component for delivery to the client(s)
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*/
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*/
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virtual void Serialize(RakNet::BitStream* bitStream, bool isConstruction = false);
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virtual void Serialize(RakNet::BitStream* bitStream, bool isConstruction = false) {};
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protected:
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protected:
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/**
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/**
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