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https://github.com/DarkflameUniverse/DarkflameServer.git
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PhantomPhysics: Fix gravity (#1221)
Fix gravity not being adjusted when colliding with a phantom physics object Tested that while on moonbase, the players gravity is no longer reset to 1 when they change their cheat info.
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@ -215,7 +215,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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dpWorld::Instance().AddEntity(m_dpEntity);
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx"){
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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@ -336,11 +336,37 @@ void PhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
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}
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}
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// Even if we were to implement Friction server side,
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// it also defaults to 1.0f in the last argument, so we dont need two functions to do the same thing.
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void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effectType, const float effectScale) {
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switch (effectType) {
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case ePhysicsEffectType::GRAVITY_SCALE: {
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auto* targetEntity = Game::entityManager->GetEntity(target);
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if (targetEntity) {
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auto* controllablePhysicsComponent = targetEntity->GetComponent<ControllablePhysicsComponent>();
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// dont want to apply an effect to nothing.
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->SetGravityScale(effectScale);
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GameMessages::SendSetGravityScale(target, effectScale, targetEntity->GetSystemAddress());
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}
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}
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// The other types are not handled by the server
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case ePhysicsEffectType::ATTRACT:
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case ePhysicsEffectType::FRICTION:
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case ePhysicsEffectType::PUSH:
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case ePhysicsEffectType::REPULSE:
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default:
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break;
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}
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}
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void PhantomPhysicsComponent::Update(float deltaTime) {
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if (!m_dpEntity) return;
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//Process enter events
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for (auto en : m_dpEntity->GetNewObjects()) {
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if (!en) continue;
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ApplyCollisionEffect(en->GetObjectID(), m_EffectType, m_DirectionalMultiplier);
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m_Parent->OnCollisionPhantom(en->GetObjectID());
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//If we are a respawn volume, inform the client:
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@ -357,6 +383,8 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
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//Process exit events
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for (auto en : m_dpEntity->GetRemovedObjects()) {
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if (!en) continue;
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ApplyCollisionEffect(en->GetObjectID(), m_EffectType, 1.0f);
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m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
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}
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}
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@ -5473,6 +5473,18 @@ void GameMessages::HandleRemoveItemFromInventory(RakNet::BitStream* inStream, En
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}
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}
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void GameMessages::SendSetGravityScale(const LWOOBJID& target, const float effectScale, const SystemAddress& sysAddr) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(target);
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bitStream.Write(eGameMessageType::SET_GRAVITY_SCALE);
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bitStream.Write(effectScale);
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SEND_PACKET;
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}
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void GameMessages::HandleMoveItemInInventory(RakNet::BitStream* inStream, Entity* entity) {
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bool destInvTypeIsDefault = false;
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int32_t destInvType = eInventoryType::INVALID;
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@ -6269,7 +6281,7 @@ void GameMessages::HandleConfirmDonationOnPlayer(RakNet::BitStream* inStream, En
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auto* donationEntity = Game::entityManager->GetEntity(characterComponent->GetCurrentInteracting());
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if (!donationEntity) return;
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auto* donationVendorComponent = donationEntity->GetComponent<DonationVendorComponent>();
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if(!donationVendorComponent) return;
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if (!donationVendorComponent) return;
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if (donationVendorComponent->GetActivityID() == 0) {
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Game::logger->Log("GameMessages", "WARNING: Trying to dontate to a vendor with no activity");
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return;
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@ -6279,7 +6291,7 @@ void GameMessages::HandleConfirmDonationOnPlayer(RakNet::BitStream* inStream, En
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auto items = inventory->GetItems();
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if (!items.empty()) {
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uint32_t count = 0;
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for (auto& [itemID, item] : items){
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for (auto& [itemID, item] : items) {
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count += item->GetCount();
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item->RemoveFromInventory();
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}
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@ -6297,7 +6309,7 @@ void GameMessages::HandleCancelDonationOnPlayer(RakNet::BitStream* inStream, Ent
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auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
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if (!inventory) return;
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auto items = inventory->GetItems();
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for (auto& [itemID, item] : items){
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for (auto& [itemID, item] : items) {
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inventoryComponent->MoveItemToInventory(item, eInventoryType::BRICKS, item->GetCount(), false, false, true);
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}
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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@ -109,6 +109,8 @@ namespace GameMessages {
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void SendSetInventorySize(Entity* entity, int invType, int size);
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void SendSetGravityScale(const LWOOBJID& target, const float effectScale, const SystemAddress& sysAddr);
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void SendSetEmoteLockState(Entity* entity, bool bLock, int emoteID);
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void SendSetJetPackMode(Entity* entity, bool use, bool bypassChecks = false, bool doHover = false, int effectID = -1, float airspeed = 10, float maxAirspeed = 15, float verticalVelocity = 1, int warningEffectID = -1);
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void SendResurrect(Entity* entity);
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