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feat(entity): the client's vehicle physics component (46)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -95,6 +95,7 @@
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#include "GateRushComponent.h"
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#include "FactionTriggerComponent.h"
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#include "RocketLandingComponent.h"
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#include "VehiclePhysicsComponent.h"
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#include "ProjectilePhysicsComponent.h"
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#include "GenericActivatorComponent.h"
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#include "ShowcaseModelHandlerComponent.h"
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@@ -992,6 +993,12 @@ void Entity::Initialize() {
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if (id > -1) AddComponent<ProjectilePhysicsComponent>(id);
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break;
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}
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case eReplicaComponentType::VEHICLE_PHYSICS: {
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// LWOVehiclePhysicsComponent: the client makes it from the registry
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VEHICLE_PHYSICS, -1);
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if (id > -1) AddComponent<VehiclePhysicsComponent>(id);
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break;
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}
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case eReplicaComponentType::ROCKET_LANDING: {
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// LWORocketAnimationControlComponent: the client makes it from the registry
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LANDING, -1);
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17
dGame/dComponents/VehiclePhysicsComponent.h
Normal file
17
dGame/dComponents/VehiclePhysicsComponent.h
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@@ -0,0 +1,17 @@
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#ifndef VEHICLEPHYSICSCOMPONENT_H
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#define VEHICLEPHYSICSCOMPONENT_H
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Vehicle physics (not the havok vehicle physics, 30), as LWOVehiclePhysicsComponent makes it from the registry. Nothing of it is sent or done on the server yet.
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*/
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class VehiclePhysicsComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
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VehiclePhysicsComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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};
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#endif // VEHICLEPHYSICSCOMPONENT_H
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