DarkflameServer/dGame/dBehaviors/ImmunityBehavior.h
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

43 lines
1.2 KiB
C++

#pragma once
#include "Behavior.h"
class ImmunityBehavior final : public Behavior
{
public:
/*
* Inherited
*/
explicit ImmunityBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
}
void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void Load() override;
private:
// stuns
bool m_ImmuneToStunAttack = false;
bool m_ImmuneToStunEquip = false;
bool m_ImmuneToStunInteract = false;
bool m_ImmuneToStunJump = false; // Unused
bool m_ImmuneToStunMove = false;
bool m_ImmuneToStunTurn = false;
bool m_ImmuneToStunUseItem = false; // Unused
//status
bool m_ImmuneToBasicAttack = false;
bool m_ImmuneToDamageOverTime = false;
bool m_ImmuneToKnockback = false;
bool m_ImmuneToInterrupt = false;
bool m_ImmuneToSpeed = false;
bool m_ImmuneToImaginationGain = false;
bool m_ImmuneToImaginationLoss = false;
bool m_ImmuneToQuickbuildInterrupt = false;
bool m_ImmuneToPullToPoint = false; // Unused in cdclient, but used in client
};