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Add component order array
fix loop in inven comp
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81404d9671
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@ -79,7 +79,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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subItems.erase(std::remove_if(subItems.begin(), subItems.end(), ::isspace), subItems.end());
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if (subItems.empty()) return;
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if (subItems.empty()) continue;
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const auto subItemsSplit = GeneralUtils::SplitString(subItems, ',');
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for (const auto& proxyLotAsString : subItemsSplit) {
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@ -117,6 +117,89 @@ const std::vector<ComponentWhitelist> Entity::m_ComponentWhitelists = {
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},
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};
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const std::array<eReplicaComponentType, 80> Entity::m_ComponentOrder = {
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eReplicaComponentType::POSSESSABLE,
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eReplicaComponentType::BLUEPRINT,
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eReplicaComponentType::MODULE_ASSEMBLY,
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eReplicaComponentType::CONTROLLABLE_PHYSICS,
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eReplicaComponentType::PROJECTILE_PHYSICS,
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eReplicaComponentType::PHYSICS_SYSTEM,
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eReplicaComponentType::VEHICLE_PHYSICS,
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eReplicaComponentType::HAVOK_VEHICLE_PHYSICS,
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eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS,
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eReplicaComponentType::SIMPLE_PHYSICS,
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eReplicaComponentType::PHANTOM_PHYSICS,
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eReplicaComponentType::DESTROYABLE,
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eReplicaComponentType::MINIFIG,
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eReplicaComponentType::CHARACTER,
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eReplicaComponentType::PLAYER_FORCED_MOVEMENT,
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eReplicaComponentType::POSSESSION,
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eReplicaComponentType::MOUNT_CONTROL,
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eReplicaComponentType::PET,
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eReplicaComponentType::INVENTORY,
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eReplicaComponentType::PROXIMITY_MONITOR,
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eReplicaComponentType::MOVEMENT_AI,
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eReplicaComponentType::SCRIPT,
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eReplicaComponentType::SKILL,
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eReplicaComponentType::BASE_COMBAT_AI,
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eReplicaComponentType::SPAWN,
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eReplicaComponentType::ITEM,
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eReplicaComponentType::QUICK_BUILD,
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eReplicaComponentType::BUILD_BORDER,
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eReplicaComponentType::MODULE,
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eReplicaComponentType::BUILD_CONTROLLER,
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eReplicaComponentType::BUILD_ACTIVATOR,
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eReplicaComponentType::QUICK_BUILD,
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eReplicaComponentType::MISSION_OFFER,
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eReplicaComponentType::VENDOR,
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eReplicaComponentType::DONATION_VENDOR,
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eReplicaComponentType::ACHIEVEMENT_VENDOR,
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eReplicaComponentType::SHOOTING_GALLERY,
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eReplicaComponentType::ROLLER,
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eReplicaComponentType::SCRIPTED_ACTIVITY,
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eReplicaComponentType::COLLECTIBLE,
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eReplicaComponentType::MOVING_PLATFORM,
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eReplicaComponentType::CHANGLING_BUILD,
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eReplicaComponentType::CHOICE_BUILD,
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eReplicaComponentType::PACKAGE,
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eReplicaComponentType::PLATFORM_BOUNDARY,
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eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET,
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eReplicaComponentType::CULLING_PLANE,
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eReplicaComponentType::EXHIBIT,
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eReplicaComponentType::LUP_EXHIBIT,
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eReplicaComponentType::PROPERTY,
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eReplicaComponentType::PROPERTY_PLAQUE,
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eReplicaComponentType::MODEL_BEHAVIOR,
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eReplicaComponentType::PROPERTY_ENTRANCE,
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eReplicaComponentType::MULTI_ZONE_ENTRANCE,
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eReplicaComponentType::PROPERTY_MANAGEMENT,
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eReplicaComponentType::RAIL_ACTIVATOR,
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eReplicaComponentType::BOUNCER,
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eReplicaComponentType::SPRINGPAD,
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eReplicaComponentType::SWITCH,
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eReplicaComponentType::MINIGAME_CONTROL,
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eReplicaComponentType::MODEL_BUILDER,
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eReplicaComponentType::SOUND_REPEATER,
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eReplicaComponentType::CHEST,
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eReplicaComponentType::SHOWCASE_MODEL_HANDLER,
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eReplicaComponentType::JETPACKPAD,
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eReplicaComponentType::RENDER,
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eReplicaComponentType::SOUND_AMBIENT_2D,
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eReplicaComponentType::SOUND_AMBIENT_3D,
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eReplicaComponentType::SOUND_TRIGGER,
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eReplicaComponentType::RACING_SOUND_TRIGGER,
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eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY,
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eReplicaComponentType::GENERIC_ACTIVATOR,
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eReplicaComponentType::PROPERTY_VENDOR,
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eReplicaComponentType::ROCKET_LAUNCHPAD_CONTROL,
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eReplicaComponentType::ROCKET_ANIMATION_CONTROL,
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eReplicaComponentType::FACTION_TRIGGER,
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eReplicaComponentType::RACING_CONTROL,
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eReplicaComponentType::GATE_RUSH_CONTROL,
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eReplicaComponentType::BBB,
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eReplicaComponentType::CRAFTING
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};
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Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity) {
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m_ObjectID = objectID;
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m_TemplateID = info.lot;
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@ -379,6 +379,7 @@ protected:
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std::vector<LWOOBJID> m_TargetsInPhantom;
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static const std::vector<ComponentWhitelist> m_ComponentWhitelists;
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static const std::array<eReplicaComponentType> m_ComponentOrder;
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};
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#include "Entity.tcc"
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