mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-12 15:53:44 +00:00
feat: Add a bunch of behaviors (All rotations, DoDamage, OnTimer, OnStartup, MoveBackToStart) and make models move based on normals, not world axes (#2038)
* add rotation behavior logic (not working correctly for multiple axes) * Fix FetchContent_Declare speed * remove manual quaternion math * feat: working rotations * remove flag * feat: make directional movements based on model rotation and not world axes * poggers rotation on the strip * Add OnStartup and OnTimer * go home works * Add DoDamage behavior and dont try and start the same node multiple times * fix: pause bbb models * interrupt rotations and save interrupt count across resets
This commit is contained in:
@@ -588,7 +588,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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// Client does the same check, so we're doing it too
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auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
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if (modelComponent) {
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modelComponent->OnHit();
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modelComponent->OnHit(source);
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// Don't actually deal the damage so the model doesn't die
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return;
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}
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@@ -1,8 +1,12 @@
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#include "ModelComponent.h"
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#include <cmath>
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#include "Entity.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dMath.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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@@ -12,6 +16,7 @@
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#include "SimplePhysicsComponent.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include "DestroyableComponent.h"
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#include "Database.h"
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#include "DluAssert.h"
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@@ -42,8 +47,13 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults&
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if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
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if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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// Save and increment the interrupt count so other behaviors on this model move to their next action instead of getting stuck
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const auto moveInterruptCount = m_Move.interruptCount + 1;
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m_Move = MoveState{};
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m_Move.interruptCount = moveInterruptCount;
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SyncLinearVelocity();
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ResetRotationState(m_Parent->GetRotation());
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m_Speed = 3.0f;
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m_NumListeningInteract = 0;
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m_NumActiveAttack = 0;
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@@ -71,11 +81,21 @@ bool ModelComponent::OnRequestUse(GameMessages::RequestUse& requestUse) {
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void ModelComponent::Update(float deltaTime) {
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if (m_IsPaused) return;
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m_DamageCooldown -= deltaTime;
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// Arrived once this frame's movement reached or passed the target
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if (m_Move.target && (*m_Move.target - m_Parent->GetPosition()).DotProduct(m_Move.targetDirection) <= 0.0f) {
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m_Parent->SetPosition(*m_Move.target);
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m_Move.target.reset();
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}
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for (auto& behavior : m_Behaviors) {
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behavior.Update(deltaTime, *this);
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}
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// Done after all behaviors so the heading reflects any rotation applied this frame
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SyncLinearVelocity();
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if (!m_RestartAtEndOfFrame) return;
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GameMessages::ResetModelToDefaults reset{};
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@@ -284,41 +304,102 @@ void ModelComponent::RemoveUnSmash() {
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m_NumActiveUnSmash--;
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}
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bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
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auto currentVelocity = m_Parent->GetVelocity();
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bool ModelComponent::TryStartMove(const int axis, const float direction, const float speed) {
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if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
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if (m_Move.velocity[axis] != 0.0f) return false;
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// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
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if (velocity != NiPoint3Constant::ZERO) {
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const auto [x, y, z] = velocity * m_Speed;
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if (x != 0.0f) {
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if (currentVelocity.x != 0.0f) return false;
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currentVelocity.x = x;
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} else if (y != 0.0f) {
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if (currentVelocity.y != 0.0f) return false;
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currentVelocity.y = y;
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} else if (z != 0.0f) {
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if (currentVelocity.z != 0.0f) return false;
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currentVelocity.z = z;
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}
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} else {
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currentVelocity = velocity;
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}
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m_Parent->SetVelocity(currentVelocity);
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m_Move.target.reset();
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m_Move.velocity[axis] = std::copysign(speed, direction);
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return true;
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}
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void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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void ModelComponent::StopMove(const int axis) {
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if (axis < 0 || axis > 2) return;
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m_Move.velocity[axis] = 0.0f;
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
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for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
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void ModelComponent::StartMoveTo(const NiPoint3& target, const float speed) {
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m_Move.velocity = NiPoint3Constant::ZERO;
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m_Move.interruptCount++;
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m_Move.target = target;
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m_Move.targetSpeed = speed;
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}
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void ModelComponent::OnHit() {
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void ModelComponent::SyncLinearVelocity() {
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const auto& rotation = m_Parent->GetRotation();
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m_Move.basis = { QuatUtils::Right(rotation), QuatUtils::Up(rotation), QuatUtils::Forward(rotation) };
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NiPoint3 velocity = NiPoint3Constant::ZERO;
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for (int axis = 0; axis < 3; axis++) velocity += m_Move.basis[axis] * m_Move.velocity[axis];
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if (m_Move.target) {
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const auto toTarget = *m_Move.target - m_Parent->GetPosition();
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const float distance = toTarget.Length();
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m_Move.targetDirection = distance > 0.0f ? toTarget / distance : NiPoint3Constant::ZERO;
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velocity += m_Move.targetDirection * m_Move.targetSpeed;
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}
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// Leave velocity alone unless a move owns it, e.g. pets are driven elsewhere
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const bool isMoving = velocity != NiPoint3Constant::ZERO;
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if (!isMoving && !m_Move.wasMoving) return;
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m_Move.wasMoving = isMoving;
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// Setting velocity always marks it dirty for serialization
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if (velocity != m_Parent->GetVelocity()) m_Parent->SetVelocity(velocity);
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}
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bool ModelComponent::TryStartRotation(const int axis, const float direction, const float speed) {
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if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
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if (m_Rotation.velocity[axis] != 0.0f) return false;
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// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
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if (m_Rotation.velocity == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
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m_Rotation.degrees[axis] = std::fmod(m_Rotation.degrees[axis], 360.0f);
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m_Rotation.actionStart[axis] = m_Rotation.degrees[axis];
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m_Rotation.velocity[axis] = std::copysign(BASE_ANGULAR_SPEED * speed, direction);
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SyncAngularVelocity();
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return true;
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}
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void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
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if (axis < 0 || axis > 2) return;
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m_Rotation.degrees[axis] = m_Rotation.actionStart[axis] + degrees;
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// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
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const NiPoint3 radians(
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Math::DegToRad(std::fmod(m_Rotation.degrees.x, 360.0f)),
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Math::DegToRad(std::fmod(m_Rotation.degrees.y, 360.0f)),
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Math::DegToRad(std::fmod(m_Rotation.degrees.z, 360.0f))
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);
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m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_Rotation.base);
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}
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void ModelComponent::StopRotation(const int axis) {
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if (axis < 0 || axis > 2) return;
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m_Rotation.velocity[axis] = 0.0f;
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SyncAngularVelocity();
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}
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void ModelComponent::SyncAngularVelocity() const {
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.angVelocity = m_Rotation.velocity * Math::DegToRad(1.0f);
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setAngVel.Send();
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}
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void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
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m_Rotation = RotationState{ .base = newBase };
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SyncAngularVelocity();
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
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for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage, sender);
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}
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void ModelComponent::OnHit(const LWOOBJID attacker) {
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for (auto& behavior : m_Behaviors) {
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behavior.OnHit();
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behavior.OnHit(attacker);
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}
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}
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@@ -362,3 +443,14 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
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return true;
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}
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void ModelComponent::DoDamage(const LWOOBJID target) {
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// dont do damage if we've done damage recently
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if (m_DamageCooldown > 0.0f) return;
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m_DamageCooldown = 1.0f;
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auto* const initiator = Game::entityManager->GetEntity(target);
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if (initiator) {
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auto* const destComp = initiator->GetComponent<DestroyableComponent>();
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if (destComp) destComp->Damage(1, GetParent()->GetObjectID());
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}
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}
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@@ -1,7 +1,9 @@
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#pragma once
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#include <array>
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#include <cmath>
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#include <map>
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#include <optional>
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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@@ -139,20 +141,41 @@ public:
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void Resume();
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// Attempts to set the velocity of an axis for movement.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetVelocity(const NiPoint3& velocity) const;
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// Attempts to claim a local axis (0 = right, 1 = up, 2 = forward) for movement in direction (+1 or -1) at speed units per second.
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// Returns false if the axis is already controlled by a behavior. Cancels any active StartMoveTo.
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bool TryStartMove(const int axis, const float direction, const float speed);
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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// Releases the local axis so another behavior can move along it.
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void StopMove(const int axis);
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void OnChatMessageReceived(const std::string& sMessage);
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// World space direction of the local axis used for the most recently applied velocity.
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const NiPoint3& GetMoveAxis(const int axis) const { return m_Move.basis[axis]; }
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void OnHit();
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// Interrupts all active moves and moves in a straight line to target at speed units per second.
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void StartMoveTo(const NiPoint3& target, const float speed);
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// Sets the speed of the model
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void SetSpeed(const float newSpeed) { m_Speed = newSpeed; }
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// Whether a StartMoveTo move has yet to arrive or be overridden.
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bool IsMovingToTarget() const noexcept { return m_Move.target.has_value(); }
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// Changes whenever active moves are interrupted, so strips can tell their move was cancelled.
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uint32_t GetMoveInterruptCount() const noexcept { return m_Move.interruptCount; }
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// Attempts to claim a world axis (0 = x, 1 = y, 2 = z) for rotation in direction (+1 or -1) at the given behavior speed.
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// Returns false if the axis is already controlled by a behavior.
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bool TryStartRotation(const int axis, const float direction, const float speed);
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// Sets how many signed degrees the active rotation on axis has progressed and updates the entity.
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void SetRotationProgress(const int axis, const float degrees);
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// Releases the axis so another behavior can rotate it.
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void StopRotation(const int axis);
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// Degrees per second of the active rotation on axis.
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float GetAngularSpeed(const int axis) const noexcept { return std::abs(m_Rotation.velocity[axis]); }
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void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
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void OnHit(const LWOOBJID attacker);
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// Whether or not to restart at the end of the frame
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void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
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@@ -164,7 +187,56 @@ public:
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// Decrements the number of strips listening for an attack.
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// If this is the last strip removing an attack, it will reset the factions to the default of -1.
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void RemoveAttack();
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void DoDamage(const LWOOBJID target);
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private:
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// Degrees per second per unit of behavior speed
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static constexpr float BASE_ANGULAR_SPEED = 15.0f;
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struct RotationState {
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// The rotation that degrees is applied on top of
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NiQuaternion base = QuatUtils::IDENTITY;
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// Accumulated signed degrees per world axis since base was set
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NiPoint3 degrees{};
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// degrees at the moment the current rotation on each axis started
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NiPoint3 actionStart{};
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// Signed degrees per second per world axis. Non-zero means a behavior owns that axis.
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NiPoint3 velocity{};
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};
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struct MoveState {
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// Signed units per second along local right, up and forward. Non-zero means a behavior owns that axis.
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NiPoint3 velocity{};
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// Right, up and forward in world space as of the last velocity update
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std::array<NiPoint3, 3> basis{ NiPoint3Constant::UNIT_X, NiPoint3Constant::UNIT_Y, NiPoint3Constant::UNIT_Z };
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// Whether the last velocity update came from an active move
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bool wasMoving{ false };
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// World position of an active StartMoveTo move
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std::optional<NiPoint3> target;
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// Units per second of the move to target
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float targetSpeed{};
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// Direction to target as of the last velocity update, zero once there
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NiPoint3 targetDirection{};
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// Incremented each time StartMoveTo interrupts the active moves
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uint32_t interruptCount{};
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};
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// Sends the client-side angular velocity for the currently active rotation axes.
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void SyncAngularVelocity() const;
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// Recomputes the linear velocity from the active move axes and the current rotation.
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void SyncLinearVelocity();
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// Clears all rotation state and makes rotation relative to newBase.
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void ResetRotationState(const NiQuaternion& newBase);
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// Loads a behavior from the database.
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void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
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@@ -208,9 +280,12 @@ private:
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*/
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LWOOBJID m_userModelID;
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// The speed at which this model moves
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float m_Speed{ 3.0f };
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// Whether or not to restart at the end of the frame.
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bool m_RestartAtEndOfFrame{ false };
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RotationState m_Rotation;
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MoveState m_Move;
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float m_DamageCooldown { 0.0f };
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};
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@@ -802,13 +802,13 @@ const std::map<LWOOBJID, LWOOBJID>& PropertyManagementComponent::GetModels() con
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return models;
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}
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void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage) const {
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void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const {
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for (const auto& modelID : models | std::views::keys) {
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auto* const model = Game::entityManager->GetEntity(modelID);
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if (!model) continue;
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auto* const modelComponent = model->GetComponent<ModelComponent>();
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if (!modelComponent) continue;
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modelComponent->OnChatMessageReceived(sMessage);
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modelComponent->OnChatMessageReceived(sMessage, sender);
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}
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}
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@@ -165,7 +165,7 @@ public:
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LWOOBJID GetId() const noexcept { return propertyId; }
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void OnChatMessageReceived(const std::string& sMessage) const;
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void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const;
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private:
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/**
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* This
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@@ -16,6 +16,8 @@
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#include "Amf3.h"
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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RegisterMsg(&SimplePhysicsComponent::OnGetAngularVelocity);
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RegisterMsg(&SimplePhysicsComponent::OnSetAngularVelocity);
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RegisterMsg(&SimplePhysicsComponent::OnGetObjectReportInfo);
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m_Position = m_Parent->GetDefaultPosition();
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@@ -38,6 +40,7 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Update(const float deltaTime) {
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// Rotation is driven by ModelComponent; angular velocity is only relayed to clients.
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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@@ -52,8 +55,12 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
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outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
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if (m_DirtyVelocity || bIsInitialUpdate) {
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outBitStream.Write(m_Velocity);
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outBitStream.Write(m_AngularVelocity);
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outBitStream.Write(m_Velocity.x);
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outBitStream.Write(m_Velocity.y);
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outBitStream.Write(m_Velocity.z);
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outBitStream.Write(m_AngularVelocity.x);
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outBitStream.Write(m_AngularVelocity.y);
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outBitStream.Write(m_AngularVelocity.z);
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m_DirtyVelocity = false;
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}
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@@ -85,3 +92,16 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReport
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info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
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return true;
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}
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bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel) {
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m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
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m_AngularVelocity = setAngVel.angVelocity;
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LOG_DEBUG("Angular velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
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Game::entityManager->SerializeEntity(m_Parent);
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return true;
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}
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bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel) {
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getAngVel.angVelocity = m_AngularVelocity;
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return true;
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}
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@@ -22,6 +22,11 @@ enum class eClimbableType : int32_t {
|
||||
CLIMBABLE_TYPE_WALL_STICK
|
||||
};
|
||||
|
||||
namespace GameMessages {
|
||||
struct SetAngularVelocity;
|
||||
struct GetAngularVelocity;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Component that serializes locations of entities to the client
|
||||
@@ -61,6 +66,9 @@ public:
|
||||
*/
|
||||
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
|
||||
|
||||
bool OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel);
|
||||
bool OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel);
|
||||
|
||||
/**
|
||||
* Returns the physics motion state
|
||||
* @return the physics motion state
|
||||
|
||||
Reference in New Issue
Block a user