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	MutableModelBehaviorComponent pass
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		| @@ -56,7 +56,7 @@ 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; | ||||
|  | ||||
|   | ||||
| @@ -9,22 +9,21 @@ MutableModelBehaviorComponent::MutableModelBehaviorComponent(Entity* parent) : C | ||||
| 	m_DirtyModelEditingInfo = false; | ||||
| 	m_OldObjId = LWOOBJID_EMPTY; | ||||
| 	m_Editor = LWOOBJID_EMPTY; | ||||
|  | ||||
| } | ||||
|  | ||||
| void MutableModelBehaviorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) { | ||||
| 	outBitStream->Write(m_DirtyModelBehaviorInfo || bIsInitialUpdate); | ||||
| 	if (m_DirtyModelBehaviorInfo){ | ||||
| 	if (m_DirtyModelBehaviorInfo || bIsInitialUpdate) { | ||||
| 		outBitStream->Write(m_BehaviorCount); | ||||
| 		outBitStream->Write(m_IsPaused); | ||||
| 		m_DirtyModelBehaviorInfo = false; | ||||
| 	} | ||||
|  | ||||
| 	outBitStream->Write(m_DirtyModelEditingInfo && bIsInitialUpdate); | ||||
| 	if (m_DirtyModelEditingInfo && bIsInitialUpdate) { | ||||
| 		outBitStream->Write(m_OldObjId); | ||||
| 		outBitStream->Write(m_Editor); | ||||
| 		m_DirtyModelEditingInfo = false; | ||||
| 		outBitStream->Write(m_DirtyModelEditingInfo && bIsInitialUpdate); | ||||
| 		if (m_DirtyModelEditingInfo && bIsInitialUpdate) { | ||||
| 			outBitStream->Write(m_OldObjId); | ||||
| 			outBitStream->Write(m_Editor); | ||||
| 			if (!bIsInitialUpdate) m_DirtyModelEditingInfo = false; | ||||
| 		} | ||||
| 		if (!bIsInitialUpdate) m_DirtyModelBehaviorInfo = false; | ||||
| 	} | ||||
| } | ||||
|  | ||||
|   | ||||
| @@ -11,7 +11,7 @@ class Entity; | ||||
| /** | ||||
|  * Component that represents entities that are a model, e.g. collectible models and BBB models. | ||||
|  */ | ||||
| class MutableModelBehaviorComponent : public Component { | ||||
| class MutableModelBehaviorComponent final : public Component { | ||||
| public: | ||||
| 	static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR; | ||||
|  | ||||
|   | ||||
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	 David Markowitz
					David Markowitz