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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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@@ -64,7 +64,7 @@ public:
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explicit SkillComponent(Entity* parent);
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~SkillComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Computes skill updates. Invokes CalculateUpdate.
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@@ -93,7 +93,7 @@ public:
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* @param bitStream the bitSteam given by the client to determine the behavior path
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* @param target the explicit target of the skill
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*/
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bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream* bitStream, LWOOBJID target, uint32_t skillID = 0);
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bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream& bitStream, LWOOBJID target, uint32_t skillID = 0);
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/**
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* Continues a player skill. Should only be called when the server receives a sync message from the client.
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@@ -101,7 +101,7 @@ public:
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* @param syncId the unique sync ID of the skill given by the client
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* @param bitStream the bitSteam given by the client to determine the behavior path
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*/
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void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream* bitStream);
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void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream& bitStream);
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/**
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* Continues a player projectile calculation. Should only be called when the server receives a projectile sync message from the client.
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@@ -109,7 +109,7 @@ public:
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* @param bitStream the bitSteam given by the client to determine the behavior path
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* @param target the explicit target of the target
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*/
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void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream* bitStream, LWOOBJID target);
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void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream& bitStream, LWOOBJID target);
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/**
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* Registers a player projectile. Should only be called when the server is computing a player projectile.
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