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833ed8a40d
Adds the ability for the buccaneer valiant to spawn a ship that rams enemies and smashes them. Next to a script that triggers the ship skill a few other changes had to be made: - Force movement behavior server side calculation and sync - The ship has no physics volume so the FindValidTargets for behaviors had to be altered to allow ControllablePhysics entities to find entities within their area. The "target_self" AOE flag has been used to replicate the old behavior.
37 lines
899 B
C++
37 lines
899 B
C++
#pragma once
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#include "Behavior.h"
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class ForceMovementBehavior final : public Behavior
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{
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public:
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Behavior* m_hitAction;
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Behavior* m_hitEnemyAction;
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Behavior* m_hitFactionAction;
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float_t m_Duration;
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float_t m_Forward;
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float_t m_Left;
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float_t m_Yaw;
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/*
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* Inherited
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*/
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explicit ForceMovementBehavior(const uint32_t behaviorId) : Behavior(behaviorId)
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{
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}
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void Calculate(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void SyncCalculation(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
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void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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};
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