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Remove multiple Script syntax (#1496)
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52
dGame/dComponents/ScriptComponent.cpp
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52
dGame/dComponents/ScriptComponent.cpp
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/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "Entity.h"
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#include "ScriptComponent.h"
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ScriptComponent::ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client) : Component(parent) {
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m_Serialized = serialized;
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m_Client = client;
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SetScript(scriptName);
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}
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ScriptComponent::~ScriptComponent() {
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}
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void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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const auto& networkSettings = m_Parent->GetNetworkSettings();
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auto hasNetworkSettings = !networkSettings.empty();
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outBitStream.Write(hasNetworkSettings);
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if (hasNetworkSettings) {
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// First write the most inner LDF data
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RakNet::BitStream ldfData;
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ldfData.Write<uint8_t>(0);
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ldfData.Write<uint32_t>(networkSettings.size());
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for (auto* networkSetting : networkSettings) {
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networkSetting->WriteToPacket(ldfData);
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}
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// Finally write everything to the stream
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outBitStream.Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
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outBitStream.Write(ldfData);
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}
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}
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}
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CppScripts::Script* const ScriptComponent::GetScript() {
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return m_Script;
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}
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void ScriptComponent::SetScript(const std::string& scriptName) {
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// Scripts are managed by the CppScripts class and are effecitvely singletons
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// and they may also be used by other script components so DON'T delete them.
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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