DarkflameServer/dGame/dComponents/BouncerComponent.h
David Markowitz 06acd23cb7 Use of final
2023-06-26 01:23:22 -07:00

50 lines
1.3 KiB
C++

#ifndef BOUNCERCOMPONENT_H
#define BOUNCERCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
BouncerComponent(Entity* parentEntity);
void Startup() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Sets whether or not this bouncer needs to be activated by a pet
* @param value whether or not this bouncer needs to be activated by a pet
*/
void SetBounceOnCollision(bool value);
/**
* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
* also displays FX accordingly.
* @param value whether or not this bouncer is activated by a pet
*/
void SetBouncerEnabled(bool value);
/**
* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
*/
void LookupPetSwitch();
private:
/**
* Whether this bouncer is currently being activated by a pet
*/
bool m_BounceOnCollision;
bool m_DirtyBounceInfo;
};
#endif // BOUNCERCOMPONENT_H