DarkflameServer/dGame/dComponents/BouncerComponent.h
Aaron Kimbrell e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00

72 lines
1.8 KiB
C++

#ifndef BOUNCERCOMPONENT_H
#define BOUNCERCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
BouncerComponent(Entity* parentEntity);
~BouncerComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
Entity* GetParentEntity() const;
/**
* Sets whether or not this bouncer needs to be activated by a pet
* @param value whether or not this bouncer needs to be activated by a pet
*/
void SetPetEnabled(bool value);
/**
* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
* also displays FX accordingly.
* @param value whether or not this bouncer is activated by a pet
*/
void SetPetBouncerEnabled(bool value);
/**
* Gets whether this bouncer should be enabled using pets
* @return whether this bouncer should be enabled using pets
*/
bool GetPetEnabled() const;
/**
* Gets whether this bouncer is currently activated by a pet
* @return whether this bouncer is currently activated by a pet
*/
bool GetPetBouncerEnabled() const;
/**
* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
*/
void LookupPetSwitch();
private:
/**
* Whether this bouncer needs to be activated by a pet
*/
bool m_PetEnabled;
/**
* Whether this bouncer is currently being activated by a pet
*/
bool m_PetBouncerEnabled;
/**
* Whether the pet switch for this bouncer has been located
*/
bool m_PetSwitchLoaded;
};
#endif // BOUNCERCOMPONENT_H