chore: Misc. component cleanup (#1433)

* Misc component cleanup

* Update InventoryComponent.h

* Update MissionComponent.h

* Update PropertyManagementComponent.h

* Update PropertyVendorComponent.h

* Update SkillComponent.h

maximum pedantry B)

* SoundTriggerComponent.h braces gone

* Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h

I was tired
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jadebenn 2024-01-23 23:13:23 -06:00 committed by GitHub
parent d5e757bd9d
commit 5225c86d65
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51 changed files with 99 additions and 104 deletions

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@ -45,9 +45,9 @@ struct AiSkillEntry
/**
* Handles the AI of entities, making them wander, tether and attack their enemies
*/
class BaseCombatAIComponent : public Component {
class BaseCombatAIComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
~BaseCombatAIComponent() override;

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@ -10,9 +10,9 @@
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent : public Component {
class BouncerComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
BouncerComponent(Entity* parentEntity);
~BouncerComponent() override;

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@ -47,9 +47,9 @@ struct Buff {
/**
* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
*/
class BuffComponent : public Component {
class BuffComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
explicit BuffComponent(Entity* parent);

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@ -14,9 +14,9 @@
/**
* Component for the build border, allowing the user to start building when interacting with it
*/
class BuildBorderComponent : public Component {
class BuildBorderComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
BuildBorderComponent(Entity* parent);
~BuildBorderComponent() override;

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@ -61,9 +61,9 @@ enum StatisticID {
/**
* Represents a character, including their rockets and stats
*/
class CharacterComponent : public Component {
class CharacterComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
CharacterComponent(Entity* parent, Character* character);
~CharacterComponent() override;

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@ -4,9 +4,9 @@
#include "Component.h"
#include "eReplicaComponentType.h"
class CollectibleComponent : public Component {
class CollectibleComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
CollectibleComponent(Entity* parentEntity, int32_t collectibleId) : Component(parentEntity), m_CollectibleId(collectibleId) {}
int16_t GetCollectibleId() const { return m_CollectibleId; }

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@ -7,8 +7,7 @@ class Entity;
/**
* Component base class, provides methods for game loop updates, usage events and loading and saving to XML.
*/
class Component
{
class Component {
public:
Component(Entity* parent);
virtual ~Component();

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@ -21,7 +21,7 @@ enum class eStateChangeType : uint32_t;
*/
class ControllablePhysicsComponent : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
ControllablePhysicsComponent(Entity* entity);
~ControllablePhysicsComponent() override;

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@ -17,9 +17,9 @@ enum class eStateChangeType : uint32_t;
* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
* indicate which enemies this entity has.
*/
class DestroyableComponent : public Component {
class DestroyableComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
DestroyableComponent(Entity* parentEntity);
~DestroyableComponent() override;

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@ -8,7 +8,7 @@ class Entity;
class DonationVendorComponent final : public VendorComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
DonationVendorComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
uint32_t GetActivityID() {return m_ActivityId;};

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@ -7,7 +7,7 @@
class NiPoint3;
class GhostComponent : public Component {
class GhostComponent final : public Component {
public:
static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
GhostComponent(Entity* parent);

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@ -11,7 +11,7 @@
*/
class HavokVehiclePhysicsComponent : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
HavokVehiclePhysicsComponent(Entity* parentEntity);

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@ -35,10 +35,9 @@ enum class eItemType : int32_t;
* of different types, each type representing a different group of items, see `eInventoryType` for a list of
* inventories.
*/
class InventoryComponent : public Component
{
class InventoryComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
explicit InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document = nullptr);
void Update(float deltaTime) override;

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@ -4,9 +4,9 @@
#include "Component.h"
#include "eReplicaComponentType.h"
class ItemComponent : public Component {
class ItemComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
ItemComponent(Entity* entity) : Component(entity) {}

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@ -11,10 +11,10 @@
* Component that handles the LOT that is shown in the LUP exhibit in the LUP world. Works by setting a timer and
* switching the LOTs around that we'd like to display.
*/
class LUPExhibitComponent : public Component
class LUPExhibitComponent final : public Component
{
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
LUPExhibitComponent(Entity* parent) : Component(parent) {};
void Update(float deltaTime) override;

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@ -11,9 +11,9 @@
*
*/
class LevelProgressionComponent : public Component {
class LevelProgressionComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
/**
* Constructor for this component

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@ -6,7 +6,7 @@
class MiniGameControlComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MINI_GAME_CONTROL;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MINI_GAME_CONTROL;
MiniGameControlComponent(Entity* parent) : Component(parent) {}
void Serialize(RakNet::BitStream* outBitStream, bool isConstruction);

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@ -24,10 +24,9 @@ class AchievementCacheKey;
* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
* progression of each of the mission task types (see eMissionTaskType).
*/
class MissionComponent : public Component
{
class MissionComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
explicit MissionComponent(Entity* parent);
~MissionComponent() override;

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@ -59,9 +59,9 @@ private:
/**
* Allows entities to offer missions to other entities, depending on their mission inventory progression.
*/
class MissionOfferComponent : public Component {
class MissionOfferComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
MissionOfferComponent(Entity* parent, LOT parentLot);

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@ -22,9 +22,9 @@ class MoveToInventoryMessage;
/**
* Component that represents entities that are a model, e.g. collectible models and BBB models.
*/
class ModelComponent : public Component {
class ModelComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODEL;
ModelComponent(Entity* parent);

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@ -10,9 +10,9 @@
* same as having said items in your inventory (the subkey for this component) this component is the one that
* renders the entity into the world.
*/
class ModuleAssemblyComponent : public Component {
class ModuleAssemblyComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
ModuleAssemblyComponent(Entity* parent);
~ModuleAssemblyComponent() override;

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@ -55,9 +55,9 @@ struct MovementAIInfo {
* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
* actually handles attackig and following enemy entities.
*/
class MovementAIComponent : public Component {
class MovementAIComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
MovementAIComponent(Entity* parentEntity, MovementAIInfo info);

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@ -104,9 +104,9 @@ public:
* don't at all do what you expect them to as we don't instruct the client of changes made here.
* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
*/
class MovingPlatformComponent : public Component {
class MovingPlatformComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
MovingPlatformComponent(Entity* parent, const std::string& pathName);
~MovingPlatformComponent() override;

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@ -8,9 +8,9 @@
* Component that handles the LUP/WBL rocket launchpad that can be interacted with to travel to WBL worlds.
*
*/
class MultiZoneEntranceComponent : public Component {
class MultiZoneEntranceComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MULTI_ZONE_ENTRANCE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MULTI_ZONE_ENTRANCE;
/**
* Constructor for this component, builds the m_LUPWorlds vector

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@ -13,10 +13,10 @@
* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
* to dig for treasure and activate pet bouncers.
*/
class PetComponent : public Component
class PetComponent final : public Component
{
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PET;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PET;
explicit PetComponent(Entity* parentEntity, uint32_t componentId);
~PetComponent() override;

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@ -25,9 +25,9 @@ enum class ePhysicsEffectType : uint32_t ;
* trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics
* body. Optionally this object can also have effects, like the fans in AG.
*/
class PhantomPhysicsComponent : public PhysicsComponent {
class PhantomPhysicsComponent final : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
PhantomPhysicsComponent(Entity* parent);
~PhantomPhysicsComponent() override;

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@ -8,9 +8,9 @@
* Component that handles player forced movement
*
*/
class PlayerForcedMovementComponent : public Component {
class PlayerForcedMovementComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
/**
* Constructor for this component

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@ -12,9 +12,9 @@
* Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some
* player is controlling it.
*/
class PossessableComponent : public Component {
class PossessableComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
PossessableComponent(Entity* parentEntity, uint32_t componentId);

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@ -16,9 +16,9 @@ enum class ePossessionType : uint8_t {
/**
* Represents an entity that can posess other entities. Generally used by players to drive a car.
*/
class PossessorComponent : public Component {
class PossessorComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSOR;
PossessorComponent(Entity* parent);
~PossessorComponent() override;

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@ -20,9 +20,9 @@ struct PropertyState {
/**
* This component is unused and has no functionality
*/
class PropertyComponent : public Component {
class PropertyComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
explicit PropertyComponent(Entity* parentEntity);
~PropertyComponent() override;
[[nodiscard]] PropertyState* GetPropertyState() const { return m_PropertyState; };

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@ -11,10 +11,10 @@
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent : public Component {
class PropertyEntranceComponent final : public Component {
public:
explicit PropertyEntranceComponent(Entity* parent, uint32_t componentID);
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
/**
* Handles an OnUse request for some other entity, rendering the property browse menu

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@ -8,8 +8,7 @@
/**
* Information regarding which players may visit this property
*/
enum class PropertyPrivacyOption
{
enum class PropertyPrivacyOption {
/**
* Default, only you can visit your property
*/
@ -29,10 +28,9 @@ enum class PropertyPrivacyOption
/**
* Main component that handles interactions with a property, generally the plaques you see on properties.
*/
class PropertyManagementComponent : public Component
{
class PropertyManagementComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
PropertyManagementComponent(Entity* parent);
static PropertyManagementComponent* Instance();

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@ -7,10 +7,9 @@
/**
* The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
*/
class PropertyVendorComponent : public Component
{
class PropertyVendorComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
explicit PropertyVendorComponent(Entity* parent);
/**

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@ -17,9 +17,9 @@
* Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
* proximity checks for multiple ojects.
*/
class ProximityMonitorComponent : public Component {
class ProximityMonitorComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
ProximityMonitorComponent(Entity* parentEntity, int smallRadius = -1, int largeRadius = -1);
~ProximityMonitorComponent() override;

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@ -20,9 +20,9 @@ enum class eQuickBuildFailReason : uint32_t;
* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
*/
class QuickBuildComponent : public Component {
class QuickBuildComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
QuickBuildComponent(Entity* entity);
~QuickBuildComponent() override;

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@ -103,9 +103,9 @@ struct RacingPlayerInfo {
/**
* Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
*/
class RacingControlComponent : public Component {
class RacingControlComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
RacingControlComponent(Entity* parentEntity);
~RacingControlComponent();

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@ -8,7 +8,7 @@ class Entity;
class RacingSoundTriggerComponent : public SoundTriggerComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_SOUND_TRIGGER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_SOUND_TRIGGER;
RacingSoundTriggerComponent(Entity* parent) : SoundTriggerComponent(parent){};
};

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@ -6,7 +6,7 @@
class RacingStatsComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_STATS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_STATS;
RacingStatsComponent(Entity* parent) : Component(parent) {}
};

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@ -15,7 +15,7 @@ public:
explicit RailActivatorComponent(Entity* parent, int32_t componentID);
~RailActivatorComponent() override;
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RAIL_ACTIVATOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RAIL_ACTIVATOR;
/**
* Handles the OnUse event from some entity, initiates the rail movement

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@ -54,9 +54,9 @@ struct Effect {
* Determines that a component should be visibly rendered into the world, most entities have this. This component
* also handles effects that play for entities.
*/
class RenderComponent : public Component {
class RenderComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
RenderComponent(Entity* entity, int32_t componentId = -1);
~RenderComponent() override;

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@ -19,7 +19,7 @@
*/
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
RigidbodyPhantomPhysicsComponent(Entity* parent);

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@ -16,9 +16,9 @@ class PreconditionExpression;
/**
* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
*/
class RocketLaunchpadControlComponent : public Component {
class RocketLaunchpadControlComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
RocketLaunchpadControlComponent(Entity* parent, int rocketId);
~RocketLaunchpadControlComponent() override;

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@ -6,9 +6,9 @@
class Entity;
class ScriptedActivityComponent : public ActivityComponent {
class ScriptedActivityComponent final : public ActivityComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
ScriptedActivityComponent(Entity* parent, int activityID) : ActivityComponent(parent, activityID){};
};

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@ -71,9 +71,9 @@ struct StaticShootingGalleryParams {
* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
* also in the related scripts.
*/
class ShootingGalleryComponent : public Component {
class ShootingGalleryComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
explicit ShootingGalleryComponent(Entity* parent);
~ShootingGalleryComponent();

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@ -28,7 +28,7 @@ enum class eClimbableType : int32_t {
*/
class SimplePhysicsComponent : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
SimplePhysicsComponent(Entity* parent, uint32_t componentID);
~SimplePhysicsComponent() override;

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@ -1,6 +1,6 @@
/*
* Darkflame Universe
* Copyright 2018
* Copyright 2024
*/
#ifndef SKILLCOMPONENT_H
@ -55,11 +55,11 @@ struct SkillExecutionResult {
*
* Skills are a built up by a tree of behaviors. See dGame/dBehaviors/ for a list of behaviors.
*
* This system is very conveluted and still has a lot of unknowns.
* This system is very convoluted and still has a lot of unknowns.
*/
class SkillComponent : public Component {
class SkillComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SKILL;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SKILL;
explicit SkillComponent(Entity* parent);
~SkillComponent() override;

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@ -1,4 +1,5 @@
#pragma once
#include "dCommonVars.h"
#include "Entity.h"
#include "GUID.h"
@ -58,7 +59,7 @@ struct MixerProgram{
class SoundTriggerComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
explicit SoundTriggerComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void ActivateMusicCue(const std::string& name, float bordemTime = -1.0);
@ -66,11 +67,11 @@ public:
private:
std::vector<MusicCue> m_MusicCues = {};
std::vector<MusicParameter> m_MusicParameters = {};
std::vector<GUIDResults> m_2DAmbientSounds = {};
std::vector<GUIDResults> m_3DAmbientSounds = {};
std::vector<MixerProgram> m_MixerPrograms = {};
std::vector<MusicCue> m_MusicCues;
std::vector<MusicParameter> m_MusicParameters;
std::vector<GUIDResults> m_2DAmbientSounds;
std::vector<GUIDResults> m_3DAmbientSounds;
std::vector<MixerProgram> m_MixerPrograms;
bool m_Dirty = false;
};

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@ -14,9 +14,9 @@
/**
* A component for switches in game, including pet triggered switches.
*/
class SwitchComponent : public Component {
class SwitchComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
SwitchComponent(Entity* parent);
~SwitchComponent() override;

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@ -5,9 +5,9 @@
#include "LUTriggers.h"
#include "eReplicaComponentType.h"
class TriggerComponent : public Component {
class TriggerComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
explicit TriggerComponent(Entity* parent, const std::string triggerInfo);

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@ -20,7 +20,7 @@ struct SoldItem {
class VendorComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
VendorComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;

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@ -17,9 +17,9 @@ class Entity;
* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
* here they're written in C++
*/
class ScriptComponent : public Component {
class ScriptComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client = false);
~ScriptComponent() override;