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chore: Simplify and move Player functionality to relevant component (#1408)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes
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@@ -106,7 +106,7 @@ public:
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virtual User* GetParentUser() const;
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virtual SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
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virtual const SystemAddress& GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
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/**
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* Setters
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@@ -124,13 +124,13 @@ public:
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void SetNetworkId(uint16_t id);
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void SetPosition(NiPoint3 position);
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void SetPosition(const NiPoint3& position);
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void SetRotation(NiQuaternion rotation);
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void SetRotation(const NiQuaternion& rotation);
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virtual void SetRespawnPos(NiPoint3 position) {}
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virtual void SetRespawnPos(const NiPoint3& position) {}
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virtual void SetRespawnRot(NiQuaternion rotation) {}
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virtual void SetRespawnRot(const NiQuaternion& rotation) {}
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virtual void SetSystemAddress(const SystemAddress& value) {};
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@@ -229,8 +229,8 @@ public:
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void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
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void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
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virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
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virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
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virtual const NiPoint3& GetRespawnPosition() const { return NiPoint3::ZERO; }
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virtual const NiQuaternion& GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
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void Sleep();
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void Wake();
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