#pragma once #include "Behavior.h" #include "BehaviorBranchContext.h" #include "BehaviorContext.h" #include "ControllablePhysicsComponent.h" /** * @brief This is the behavior class to be used for all Loot Buff behavior nodes in the Behavior tree. * */ class LootBuffBehavior final : public Behavior { public: float m_Scale; /* * Inherited */ explicit LootBuffBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {} void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override; void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override; void Load() override; };