DarkflameServer/dCommon/PositionUpdate.h
David Markowitz ef3fdba621
fix: FrameStats serialization (#1481)
* fix serialization

Was incorrect before.  The only flags are if any data in the FrameStats has changed, you write them again.  Velocities also do not use dirty flags for their values, they use a flag to determine if their velocity if zero or non-zero.  if any velocity changes, re-write FrameStats.

Tested that 2 players can see each other move as before, enemies move as before and players racing is identical as before.

* Update HavokVehiclePhysicsComponent.cpp
2024-02-27 23:40:26 -06:00

37 lines
1015 B
C

#ifndef __POSITIONUPDATE__H__
#define __POSITIONUPDATE__H__
#include "NiPoint3.h"
#include "NiQuaternion.h"
struct RemoteInputInfo {
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX = 0;
float m_RemoteInputY = 0;
bool m_IsPowersliding = false;
bool m_IsModified = false;
};
struct LocalSpaceInfo {
LWOOBJID objectId = LWOOBJID_EMPTY;
NiPoint3 position = NiPoint3Constant::ZERO;
NiPoint3 linearVelocity = NiPoint3Constant::ZERO;
};
struct PositionUpdate {
NiPoint3 position = NiPoint3Constant::ZERO;
NiQuaternion rotation = NiQuaternionConstant::IDENTITY;
bool onGround = false;
bool onRail = false;
NiPoint3 velocity = NiPoint3Constant::ZERO;
NiPoint3 angularVelocity = NiPoint3Constant::ZERO;
LocalSpaceInfo localSpaceInfo;
RemoteInputInfo remoteInputInfo;
};
#endif //!__POSITIONUPDATE__H__