chore: Change entity and component logic to use bitstream references (#1468)

* chore: Change entity and component logic to use bitstream references

* merge
This commit is contained in:
jadebenn
2024-02-27 01:25:44 -06:00
committed by GitHub
parent 75544e3eec
commit b261e63233
190 changed files with 915 additions and 915 deletions

View File

@@ -17,50 +17,50 @@ void ShootingGalleryComponent::SetDynamicParams(const DynamicShootingGalleryPara
Game::entityManager->SerializeEntity(m_Parent);
}
void ShootingGalleryComponent::Serialize(RakNet::BitStream* outBitStream, bool isInitialUpdate) {
void ShootingGalleryComponent::Serialize(RakNet::BitStream& outBitStream, bool isInitialUpdate) {
// Start ScriptedActivityComponent
outBitStream->Write<bool>(true);
outBitStream.Write<bool>(true);
if (m_CurrentPlayerID == LWOOBJID_EMPTY) {
outBitStream->Write<uint32_t>(0);
outBitStream.Write<uint32_t>(0);
} else {
outBitStream->Write<uint32_t>(1);
outBitStream->Write<LWOOBJID>(m_CurrentPlayerID);
outBitStream.Write<uint32_t>(1);
outBitStream.Write<LWOOBJID>(m_CurrentPlayerID);
for (size_t i = 0; i < 10; i++) {
outBitStream->Write<float_t>(0.0f);
outBitStream.Write<float_t>(0.0f);
}
}
// End ScriptedActivityComponent
if (isInitialUpdate) {
outBitStream->Write<float_t>(m_StaticParams.cameraPosition.GetX());
outBitStream->Write<float_t>(m_StaticParams.cameraPosition.GetY());
outBitStream->Write<float_t>(m_StaticParams.cameraPosition.GetZ());
outBitStream.Write<float_t>(m_StaticParams.cameraPosition.GetX());
outBitStream.Write<float_t>(m_StaticParams.cameraPosition.GetY());
outBitStream.Write<float_t>(m_StaticParams.cameraPosition.GetZ());
outBitStream->Write<float_t>(m_StaticParams.cameraLookatPosition.GetX());
outBitStream->Write<float_t>(m_StaticParams.cameraLookatPosition.GetY());
outBitStream->Write<float_t>(m_StaticParams.cameraLookatPosition.GetZ());
outBitStream.Write<float_t>(m_StaticParams.cameraLookatPosition.GetX());
outBitStream.Write<float_t>(m_StaticParams.cameraLookatPosition.GetY());
outBitStream.Write<float_t>(m_StaticParams.cameraLookatPosition.GetZ());
}
outBitStream->Write<bool>(m_Dirty || isInitialUpdate);
outBitStream.Write<bool>(m_Dirty || isInitialUpdate);
if (m_Dirty || isInitialUpdate) {
outBitStream->Write<double_t>(m_DynamicParams.cannonVelocity);
outBitStream->Write<double_t>(m_DynamicParams.cannonRefireRate);
outBitStream->Write<double_t>(m_DynamicParams.cannonMinDistance);
outBitStream.Write<double_t>(m_DynamicParams.cannonVelocity);
outBitStream.Write<double_t>(m_DynamicParams.cannonRefireRate);
outBitStream.Write<double_t>(m_DynamicParams.cannonMinDistance);
outBitStream->Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetX());
outBitStream->Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetY());
outBitStream->Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetZ());
outBitStream.Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetX());
outBitStream.Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetY());
outBitStream.Write<float_t>(m_DynamicParams.cameraBarrelOffset.GetZ());
outBitStream->Write<float_t>(m_DynamicParams.cannonAngle);
outBitStream.Write<float_t>(m_DynamicParams.cannonAngle);
outBitStream->Write<float_t>(m_DynamicParams.facing.GetX());
outBitStream->Write<float_t>(m_DynamicParams.facing.GetY());
outBitStream->Write<float_t>(m_DynamicParams.facing.GetZ());
outBitStream.Write<float_t>(m_DynamicParams.facing.GetX());
outBitStream.Write<float_t>(m_DynamicParams.facing.GetY());
outBitStream.Write<float_t>(m_DynamicParams.facing.GetZ());
outBitStream->Write<LWOOBJID>(m_CurrentPlayerID);
outBitStream->Write<float_t>(m_DynamicParams.cannonTimeout);
outBitStream->Write<float_t>(m_DynamicParams.cannonFOV);
outBitStream.Write<LWOOBJID>(m_CurrentPlayerID);
outBitStream.Write<float_t>(m_DynamicParams.cannonTimeout);
outBitStream.Write<float_t>(m_DynamicParams.cannonFOV);
if (!isInitialUpdate) m_Dirty = false;
}
}