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104 lines
2.6 KiB
C++
104 lines
2.6 KiB
C++
#ifndef BOUNCERCOMPONENT_H
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#define BOUNCERCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Attached to bouncer entities, allowing other entities to bounce off of it
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*/
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class BouncerComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity, const int32_t componentID);
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~BouncerComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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Entity* GetParentEntity() const;
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/**
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* Sets whether or not this bouncer needs to be activated by a pet
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* @param value whether or not this bouncer needs to be activated by a pet
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*/
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void SetPetEnabled(bool value);
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/**
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* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
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* also displays FX accordingly.
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* @param value whether or not this bouncer is activated by a pet
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*/
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void SetPetBouncerEnabled(bool value);
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/**
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* Gets whether this bouncer should be enabled using pets
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* @return whether this bouncer should be enabled using pets
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*/
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bool GetPetEnabled() const;
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/**
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* Gets whether this bouncer is currently activated by a pet
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* @return whether this bouncer is currently activated by a pet
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*/
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bool GetPetBouncerEnabled() const;
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/**
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* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
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*/
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void LookupPetSwitch();
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bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
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private:
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/**
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* Whether this bouncer needs to be activated by a pet
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*/
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bool m_PetEnabled;
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/**
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* Whether this bouncer is currently being activated by a pet
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*/
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bool m_PetBouncerEnabled;
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/**
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* Whether the pet switch for this bouncer has been located
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*/
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bool m_PetSwitchLoaded;
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// The bouncer destination
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NiPoint3 m_Destination;
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// The speed at which the player is bounced
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float m_Speed{};
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// Whether to use a high arc for the bounce trajectory
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bool m_UsesHighArc{};
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// Lock controls when bouncing
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bool m_LockControls{};
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// Ignore collision when bouncing
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bool m_IgnoreCollision{};
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// Stick the landing afterwards or let the player slide
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bool m_StickLanding{};
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// Whether or not there is a group name
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bool m_UsesGroupName{};
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// The group name for targets
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std::string m_GroupName{};
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// The number of targets to activate the bouncer
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int32_t m_MinNumTargets{};
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// The cinematic path to play during the bounce
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std::string m_CinematicPath{};
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};
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#endif // BOUNCERCOMPONENT_H
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