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MutableModelBehaviorComponent pass
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@ -56,7 +56,7 @@ struct MovementAIInfo {
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* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
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* actually handles attackig and following enemy entities.
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*/
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class MovementAIComponent : public Component {
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class MovementAIComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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@ -9,22 +9,21 @@ MutableModelBehaviorComponent::MutableModelBehaviorComponent(Entity* parent) : C
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m_DirtyModelEditingInfo = false;
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m_OldObjId = LWOOBJID_EMPTY;
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m_Editor = LWOOBJID_EMPTY;
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}
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void MutableModelBehaviorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_DirtyModelBehaviorInfo || bIsInitialUpdate);
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if (m_DirtyModelBehaviorInfo){
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if (m_DirtyModelBehaviorInfo || bIsInitialUpdate) {
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outBitStream->Write(m_BehaviorCount);
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outBitStream->Write(m_IsPaused);
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m_DirtyModelBehaviorInfo = false;
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}
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outBitStream->Write(m_DirtyModelEditingInfo && bIsInitialUpdate);
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if (m_DirtyModelEditingInfo && bIsInitialUpdate) {
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outBitStream->Write(m_OldObjId);
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outBitStream->Write(m_Editor);
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m_DirtyModelEditingInfo = false;
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outBitStream->Write(m_DirtyModelEditingInfo && bIsInitialUpdate);
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if (m_DirtyModelEditingInfo && bIsInitialUpdate) {
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outBitStream->Write(m_OldObjId);
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outBitStream->Write(m_Editor);
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if (!bIsInitialUpdate) m_DirtyModelEditingInfo = false;
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}
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if (!bIsInitialUpdate) m_DirtyModelBehaviorInfo = false;
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}
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}
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@ -11,7 +11,7 @@ class Entity;
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/**
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* Component that represents entities that are a model, e.g. collectible models and BBB models.
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*/
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class MutableModelBehaviorComponent : public Component {
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class MutableModelBehaviorComponent final : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR;
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