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Merge pull request #534 Quickbuilds jumping again
Addresses quickbuilds not jumping anymore.
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commit
a1a345326a
@ -45,7 +45,14 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
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outBitStream->Write(false);
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}
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// If build state is completed and we've already serialized once in the completed state,
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// don't serializing this component anymore as this will cause the build to jump again.
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// If state changes, serialization will begin again.
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if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
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outBitStream->Write0();
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outBitStream->Write0();
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return;
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}
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// BEGIN Scripted Activity
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outBitStream->Write1();
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@ -79,6 +86,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
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outBitStream->Write(m_ActivatorPosition);
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outBitStream->Write(m_RepositionPlayer);
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}
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m_StateDirty = false;
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}
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void RebuildComponent::Update(float deltaTime) {
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@ -139,7 +147,6 @@ void RebuildComponent::Update(float deltaTime) {
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}
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if (m_Timer >= m_ResetTime) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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@ -384,7 +391,7 @@ void RebuildComponent::StartRebuild(Entity* user) {
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GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eRebuildState::REBUILD_BUILDING;
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m_StateDirty = true;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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@ -427,6 +434,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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m_State = eRebuildState::REBUILD_COMPLETED;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_DrainedImagination = 0;
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@ -455,8 +463,6 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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m_Builder = LWOOBJID_EMPTY;
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// Notify scripts
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnRebuildComplete(m_Parent, user);
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@ -501,12 +507,11 @@ void RebuildComponent::ResetRebuild(bool failed) {
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
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m_State = eRebuildState::REBUILD_RESETTING;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_TimerIncomplete = 0.0f;
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m_ShowResetEffect = false;
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m_DrainedImagination = 0;
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m_Builder = LWOOBJID_EMPTY;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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@ -541,6 +546,7 @@ void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, boo
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// Now update the component itself
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m_State = eRebuildState::REBUILD_INCOMPLETE;
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m_StateDirty = true;
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// Notify scripts and possible subscribers
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for (auto* script : CppScripts::GetEntityScripts(m_Parent))
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@ -216,7 +216,11 @@ public:
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*/
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void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
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private:
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/**
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* Whether or not the quickbuild state has been changed since we last serialized it.
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*/
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bool m_StateDirty = true;
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/**
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* The state the rebuild is currently in
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*/
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@ -235,7 +239,7 @@ private:
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/**
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* The position that the rebuild activator is spawned at
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*/
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NiPoint3 m_ActivatorPosition {};
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NiPoint3 m_ActivatorPosition = NiPoint3::ZERO;
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/**
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* The entity that represents the rebuild activator
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