#pragma once #include "Behavior.h" class ForceMovementBehavior final : public Behavior { public: Behavior* m_hitAction; Behavior* m_hitEnemyAction; Behavior* m_hitFactionAction; float_t m_Duration; float_t m_Forward; float_t m_Left; float_t m_Yaw; /* * Inherited */ explicit ForceMovementBehavior(const uint32_t behaviorId) : Behavior(behaviorId) { } void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override; void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override; void SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override; void Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override; void Load() override; };