Finish header re-ordering

This commit is contained in:
David Markowitz 2023-06-17 18:41:51 -07:00
parent 1bdec00a61
commit e180430ede

View File

@ -269,9 +269,6 @@ public:
// Update
void UpdateXMLDoc(tinyxml2::XMLDocument* doc);
void Update(float deltaTime);
/**
* Utility
*/
//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
void RetroactiveVaultSize();
@ -343,54 +340,42 @@ public:
protected:
LWOOBJID m_ObjectID;
LWOOBJID m_SpawnerID;
LWOOBJID m_OwnerOverride;
uint32_t m_SpawnerNodeID;
LOT m_TemplateID;
std::vector<LDFBaseData*> m_Settings;
std::vector<LDFBaseData*> m_NetworkSettings;
NiPoint3 m_DefaultPosition;
NiQuaternion m_DefaultRotation;
float m_Scale;
Spawner* m_Spawner;
LWOOBJID m_SpawnerID;
bool m_HasSpawnerNodeID;
uint32_t m_SpawnerNodeID;
Character* m_Character;
int8_t m_Observers;
eGameMasterLevel m_GMLevel;
Entity* m_ParentEntity; //For spawners and the like
std::vector<Entity*> m_ChildEntities;
eGameMasterLevel m_GMLevel;
std::vector<std::string> m_Groups;
Entity* m_ScheduleKiller;
Spawner* m_Spawner;
Character* m_Character;
bool m_HasSpawnerNodeID;
bool m_ShouldDestroyAfterUpdate;
bool m_PlayerIsReadyForUpdates;
bool m_IsGhostingCandidate;
bool m_IsParentChildDirty;
uint16_t m_NetworkID;
std::vector<std::function<void()>> m_DieCallbacks;
std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
std::vector<std::unique_ptr<EntityTimer>> m_Timers;
std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
bool m_ShouldDestroyAfterUpdate;
LWOOBJID m_OwnerOverride;
Entity* m_ScheduleKiller;
bool m_PlayerIsReadyForUpdates;
bool m_IsGhostingCandidate;
int8_t m_Observers;
bool m_IsParentChildDirty;
/*
* Collision
*/
std::vector<LDFBaseData*> m_Settings;
std::vector<LDFBaseData*> m_NetworkSettings;
std::vector<Entity*> m_ChildEntities;
std::vector<std::string> m_Groups;
std::vector<std::function<void()>> m_DieCallbacks;
std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
std::vector<LWOOBJID> m_TargetsInPhantom;
static const std::vector<ComponentWhitelist> m_ComponentWhitelists;