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chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references * merge
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@@ -55,55 +55,55 @@ QuickBuildComponent::~QuickBuildComponent() {
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DespawnActivator();
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}
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void QuickBuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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outBitStream.Write(false);
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}
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outBitStream->Write(false);
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outBitStream.Write(false);
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outBitStream->Write(false);
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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 == eQuickBuildState::COMPLETED) {
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outBitStream->Write0();
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outBitStream->Write0();
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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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outBitStream.Write1();
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Entity* builder = GetBuilder();
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if (builder) {
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outBitStream->Write<uint32_t>(1);
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outBitStream->Write(builder->GetObjectID());
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outBitStream.Write<uint32_t>(1);
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outBitStream.Write(builder->GetObjectID());
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for (int i = 0; i < 10; i++) {
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outBitStream->Write(0.0f);
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outBitStream.Write(0.0f);
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}
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} else {
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outBitStream->Write<uint32_t>(0);
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outBitStream.Write<uint32_t>(0);
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}
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// END Scripted Activity
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outBitStream->Write1();
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outBitStream.Write1();
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outBitStream->Write(m_State);
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outBitStream.Write(m_State);
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outBitStream->Write(m_ShowResetEffect);
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outBitStream->Write(m_Activator != nullptr);
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outBitStream.Write(m_ShowResetEffect);
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outBitStream.Write(m_Activator != nullptr);
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outBitStream->Write(m_Timer);
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outBitStream->Write(m_TimerIncomplete);
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outBitStream.Write(m_Timer);
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outBitStream.Write(m_TimerIncomplete);
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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outBitStream->Write(m_ActivatorPosition);
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outBitStream->Write(m_RepositionPlayer);
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outBitStream.Write(false);
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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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