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chore: Move Player ghosting functionality to GhostComponent (#1413)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file. * chore: Move ghosting functionality to component Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers. * move to unordered_set
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@@ -2135,9 +2135,9 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
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controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
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controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
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auto* player = static_cast<Player*>(this);
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player->SetGhostReferencePoint(update.position);
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Game::entityManager->QueueGhostUpdate(player->GetObjectID());
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auto* ghostComponent = GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
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Game::entityManager->QueueGhostUpdate(GetObjectID());
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if (updateChar) Game::entityManager->SerializeEntity(this);
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}
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