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feat(entity): the client's 2D ambient sound component (55)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -90,6 +90,7 @@
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#include "CollectibleComponent.h"
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#include "ItemComponent.h"
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#include "MinifigComponent.h"
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#include "SoundAmbient2DComponent.h"
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#include "SoundRepeaterComponent.h"
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#include "GhostComponent.h"
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#include "AchievementVendorComponent.h"
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@@ -938,6 +939,12 @@ void Entity::Initialize() {
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if (id > -1) AddComponent<SoundRepeaterComponent>(id);
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break;
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}
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case eReplicaComponentType::SOUND_AMBIENT_2D: {
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// LWOSoundAmbient2DComponent: the client makes it from the registry
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_AMBIENT_2D, -1);
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if (id > -1) AddComponent<SoundAmbient2DComponent>(id);
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break;
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}
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default:
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break;
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}
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17
dGame/dComponents/SoundAmbient2DComponent.h
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17
dGame/dComponents/SoundAmbient2DComponent.h
Normal file
@@ -0,0 +1,17 @@
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#ifndef SOUNDAMBIENT2DCOMPONENT_H
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#define SOUNDAMBIENT2DCOMPONENT_H
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* A 2D ambient sound the client plays, as the client's LWOSoundAmbient2DComponent; the server sends nothing for it.
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*/
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class SoundAmbient2DComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_AMBIENT_2D;
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SoundAmbient2DComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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};
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#endif // SOUNDAMBIENT2DCOMPONENT_H
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