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https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
71 lines
1.5 KiB
C++
71 lines
1.5 KiB
C++
#pragma once
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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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* Component that handles player forced movement
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*
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*/
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class PlayerForcedMovementComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
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/**
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* Constructor for this component
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* @param parent parent that contains this component
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*/
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PlayerForcedMovementComponent(Entity* parent);
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~PlayerForcedMovementComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* @brief Set the Player On Rail object
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*
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* @param value if the player is on a rail
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*/
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void SetPlayerOnRail(bool value) { m_PlayerOnRail = value; m_DirtyInfo = true; }
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/**
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* @brief Set the Show Billboard object
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*
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* @param value if the billboard should be shown
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*/
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void SetShowBillboard(bool value) { m_ShowBillboard = value; m_DirtyInfo = true; }
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/**
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* @brief Get the Player On Rail object
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*
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* @return true
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* @return false
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*/
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/**
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* @brief Get the Player On Rail object
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*
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* @return true
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* @return false
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*/
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bool GetPlayerOnRail() { return m_PlayerOnRail; }
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bool GetShowBillboard() { return m_ShowBillboard; }
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private:
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/**
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* whether the info is dirty
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*/
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bool m_DirtyInfo = false;
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/**
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* whether the player is on a rail
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*/
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bool m_PlayerOnRail = false;
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/**
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* whether the billboard should be showing
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*/
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bool m_ShowBillboard = false;
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};
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