mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
Merge pull request #534 Quickbuilds jumping again
Addresses quickbuilds not jumping anymore.
This commit is contained in:
commit
a1a345326a
@ -45,7 +45,14 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
|
||||
outBitStream->Write(false);
|
||||
}
|
||||
|
||||
// If build state is completed and we've already serialized once in the completed state,
|
||||
// don't serializing this component anymore as this will cause the build to jump again.
|
||||
// If state changes, serialization will begin again.
|
||||
if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
|
||||
outBitStream->Write0();
|
||||
outBitStream->Write0();
|
||||
return;
|
||||
}
|
||||
// BEGIN Scripted Activity
|
||||
outBitStream->Write1();
|
||||
|
||||
@ -79,6 +86,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
outBitStream->Write(m_ActivatorPosition);
|
||||
outBitStream->Write(m_RepositionPlayer);
|
||||
}
|
||||
m_StateDirty = false;
|
||||
}
|
||||
|
||||
void RebuildComponent::Update(float deltaTime) {
|
||||
@ -139,7 +147,6 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
}
|
||||
|
||||
if (m_Timer >= m_ResetTime) {
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
||||
|
||||
@ -384,7 +391,7 @@ void RebuildComponent::StartRebuild(Entity* user) {
|
||||
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
|
||||
m_State = eRebuildState::REBUILD_BUILDING;
|
||||
|
||||
m_StateDirty = true;
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
||||
@ -427,6 +434,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
|
||||
|
||||
m_State = eRebuildState::REBUILD_COMPLETED;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_DrainedImagination = 0;
|
||||
|
||||
@ -455,8 +463,6 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
|
||||
}
|
||||
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
// Notify scripts
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
||||
script->OnRebuildComplete(m_Parent, user);
|
||||
@ -501,12 +507,11 @@ void RebuildComponent::ResetRebuild(bool failed) {
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
|
||||
|
||||
m_State = eRebuildState::REBUILD_RESETTING;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_TimerIncomplete = 0.0f;
|
||||
m_ShowResetEffect = false;
|
||||
m_DrainedImagination = 0;
|
||||
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
@ -541,6 +546,7 @@ void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, boo
|
||||
|
||||
// Now update the component itself
|
||||
m_State = eRebuildState::REBUILD_INCOMPLETE;
|
||||
m_StateDirty = true;
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
||||
|
@ -216,7 +216,11 @@ public:
|
||||
*/
|
||||
void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
|
||||
private:
|
||||
|
||||
/**
|
||||
* Whether or not the quickbuild state has been changed since we last serialized it.
|
||||
*/
|
||||
bool m_StateDirty = true;
|
||||
|
||||
/**
|
||||
* The state the rebuild is currently in
|
||||
*/
|
||||
@ -235,7 +239,7 @@ private:
|
||||
/**
|
||||
* The position that the rebuild activator is spawned at
|
||||
*/
|
||||
NiPoint3 m_ActivatorPosition {};
|
||||
NiPoint3 m_ActivatorPosition = NiPoint3::ZERO;
|
||||
|
||||
/**
|
||||
* The entity that represents the rebuild activator
|
||||
|
Loading…
Reference in New Issue
Block a user