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Hacky FallSpeedBehavior
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22b2516107
commit
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@ -58,6 +58,7 @@
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#include "SpeedBehavior.h"
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#include "SpeedBehavior.h"
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#include "DamageReductionBehavior.h"
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#include "DamageReductionBehavior.h"
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#include "JetPackBehavior.h"
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#include "JetPackBehavior.h"
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#include "FallSpeedBehavior.h"
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//CDClient includes
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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#include "CDBehaviorParameterTable.h"
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@ -165,7 +166,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId)
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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behavior = new CarBoostBehavior(behaviorId);
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behavior = new CarBoostBehavior(behaviorId);
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break;
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break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED: break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
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behavior = new FallSpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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behavior = new RepairBehavior(behaviorId);
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behavior = new RepairBehavior(behaviorId);
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88
dGame/dBehaviors/FallSpeedBehavior.cpp
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88
dGame/dBehaviors/FallSpeedBehavior.cpp
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@ -0,0 +1,88 @@
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#include "FallSpeedBehavior.h"
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#include "ControllablePhysicsComponent.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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branch.target = context->caster;
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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const auto current = controllablePhysicsComponent->GetGravityScale();
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controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
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EntityManager::Instance()->SerializeEntity(target);
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if (branch.duration > 0.0f) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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controllablePhysicsComponent->SetIgnoreMultipliers(true);
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context->RegisterEndBehavior(this, branch);
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}
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}
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void FallSpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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const auto current = controllablePhysicsComponent->GetGravityScale();
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controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
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EntityManager::Instance()->SerializeEntity(target);
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}
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void FallSpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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// const auto current = controllablePhysicsComponent->GetGravityScale();
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controllablePhysicsComponent->SetIgnoreMultipliers(false);
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controllablePhysicsComponent->SetGravityScale(1);
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EntityManager::Instance()->SerializeEntity(target);
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}
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void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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// const auto current = controllablePhysicsComponent->GetGravityScale();
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controllablePhysicsComponent->SetIgnoreMultipliers(false);
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controllablePhysicsComponent->SetGravityScale(1);
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EntityManager::Instance()->SerializeEntity(target);
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}
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void FallSpeedBehavior::Load(){
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m_PercentSlowed = GetFloat("percent_slowed");
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}
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25
dGame/dBehaviors/FallSpeedBehavior.h
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25
dGame/dBehaviors/FallSpeedBehavior.h
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@ -0,0 +1,25 @@
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#pragma once
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#include "Behavior.h"
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class FallSpeedBehavior final : public Behavior
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{
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public:
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/*
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* Inherited
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*/
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explicit FallSpeedBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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float m_PercentSlowed;
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};
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