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Volumes on the server touched far more than in the client: - An enemy's body in the physics world was a sphere the size of its aggro radius, so trigger and damage volumes caught enemies from far away (Cavalry Hill enemies taking damage on spawn). It is now the enemy's own radius and collision group from its physics component. - Trigger volumes ignored their collision group and caught everything. dpEntity now filters with the client's collision filter (PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0): POI walls ignore enemies, threat clearing walls ignore players, and so on. The aggro sensor keeps seeing only players. - Rotated boxes were tested as the axis aligned box around them, which for a turned wall covers a big square (the AG survival boundary). Sphere and point tests now use the box's own axes. Proximity monitors take an optional collision group like live's SetProximityRadius; the AM shield generators use live's (10 finds enemies, 1 finds players). Fixes #1127 Refs #1971 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
414 lines
15 KiB
C++
414 lines
15 KiB
C++
#include "ControllablePhysicsComponent.h"
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#include "CombatMessages.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "CDPhysicsComponentTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDClientManager.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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#include "StringifiedEnum.h"
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#include "Amf3.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, const int32_t componentID) : PhysicsComponent(entity, componentID) {
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RegisterMsg(&ControllablePhysicsComponent::OnGetObjectReportInfo);
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_dpEntity = nullptr;
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m_Static = false;
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m_SpeedMultiplier = 1;
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m_GravityScale = 1;
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m_DirtyCheats = false;
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m_DirtyEquippedItemInfo = true;
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m_PickupRadius = 0.0f;
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m_DirtyBubble = false;
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m_IsInBubble = false;
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m_SpecialAnims = false;
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m_BubbleType = eBubbleType::DEFAULT;
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m_IsTeleporting = false;
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m_ImmuneToStunAttackCount = 0;
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m_ImmuneToStunEquipCount = 0;
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m_ImmuneToStunInteractCount = 0;
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m_ImmuneToStunJumpCount = 0;
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m_ImmuneToStunMoveCount = 0;
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m_ImmuneToStunTurnCount = 0;
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m_ImmuneToStunUseItemCount = 0;
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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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return;
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if (entity->GetLOT() == 1) {
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LOG("Using patch to load minifig physics");
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float radius = 1.5f;
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
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// The player's group from its physics component (10), which trigger volumes filter on
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m_dpEntity->SetCollisionGroup(static_cast<uint32_t>(m_CollisionGroup));
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dpWorld::AddEntity(m_dpEntity);
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}
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}
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ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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if (m_dpEntity) {
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dpWorld::RemoveEntity(m_dpEntity);
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}
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}
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void ControllablePhysicsComponent::Update(float deltaTime) {
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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//If this is a creation, then we assume the position is dirty, even when it isn't.
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//This is because new clients will still need to receive the position.
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//if (bIsInitialUpdate) m_DirtyPosition = true;
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if (bIsInitialUpdate) {
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outBitStream.Write(m_InJetpackMode);
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if (m_InJetpackMode) {
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outBitStream.Write(m_JetpackEffectID);
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outBitStream.Write(m_JetpackFlying);
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outBitStream.Write(m_JetpackBypassChecks);
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}
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outBitStream.Write1(); // always write these on construction
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outBitStream.Write(m_ImmuneToStunMoveCount);
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outBitStream.Write(m_ImmuneToStunJumpCount);
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outBitStream.Write(m_ImmuneToStunTurnCount);
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outBitStream.Write(m_ImmuneToStunAttackCount);
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outBitStream.Write(m_ImmuneToStunUseItemCount);
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outBitStream.Write(m_ImmuneToStunEquipCount);
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outBitStream.Write(m_ImmuneToStunInteractCount);
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}
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outBitStream.Write(m_DirtyCheats || bIsInitialUpdate);
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if (m_DirtyCheats || bIsInitialUpdate) {
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outBitStream.Write(m_GravityScale);
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outBitStream.Write(m_SpeedMultiplier);
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if (!bIsInitialUpdate) m_DirtyCheats = false;
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}
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outBitStream.Write(m_DirtyEquippedItemInfo || bIsInitialUpdate);
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if (m_DirtyEquippedItemInfo || bIsInitialUpdate) {
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outBitStream.Write(m_PickupRadius);
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outBitStream.Write(m_InJetpackMode);
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if (!bIsInitialUpdate) m_DirtyEquippedItemInfo = false;
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}
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outBitStream.Write(m_DirtyBubble || bIsInitialUpdate);
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if (m_DirtyBubble || bIsInitialUpdate) {
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outBitStream.Write(m_IsInBubble);
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if (m_IsInBubble) {
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outBitStream.Write(m_BubbleType);
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outBitStream.Write(m_SpecialAnims);
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}
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if (!bIsInitialUpdate) m_DirtyBubble = false;
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}
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outBitStream.Write(m_DirtyPosition || bIsInitialUpdate);
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if (m_DirtyPosition || bIsInitialUpdate) {
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outBitStream.Write(m_Position.x);
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outBitStream.Write(m_Position.y);
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outBitStream.Write(m_Position.z);
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outBitStream.Write(m_Rotation.x);
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outBitStream.Write(m_Rotation.y);
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outBitStream.Write(m_Rotation.z);
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outBitStream.Write(m_Rotation.w);
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outBitStream.Write(m_IsOnGround);
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outBitStream.Write(m_IsOnRail);
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bool isNotZero = m_Velocity != NiPoint3Constant::ZERO;
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outBitStream.Write(isNotZero);
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if (isNotZero) {
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outBitStream.Write(m_Velocity.x);
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outBitStream.Write(m_Velocity.y);
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outBitStream.Write(m_Velocity.z);
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}
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isNotZero = m_AngularVelocity != NiPoint3Constant::ZERO;
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outBitStream.Write(isNotZero);
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if (isNotZero) {
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outBitStream.Write(m_AngularVelocity.x);
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outBitStream.Write(m_AngularVelocity.y);
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outBitStream.Write(m_AngularVelocity.z);
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}
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outBitStream.Write0(); // local_space_info, always zero for now.
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if (!bIsInitialUpdate) {
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m_DirtyPosition = false;
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outBitStream.Write(m_IsTeleporting);
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m_IsTeleporting = false;
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}
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}
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}
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void ControllablePhysicsComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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auto* character = doc.FirstChildElement("obj")->FirstChildElement("char");
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if (!character) {
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LOG("Failed to find char tag!");
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return;
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}
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m_Parent->GetCharacter()->LoadXmlRespawnCheckpoints();
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character->QueryAttribute("lzx", &m_Position.x);
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character->QueryAttribute("lzy", &m_Position.y);
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character->QueryAttribute("lzz", &m_Position.z);
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character->QueryAttribute("lzrx", &m_Rotation.x);
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character->QueryAttribute("lzry", &m_Rotation.y);
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character->QueryAttribute("lzrz", &m_Rotation.z);
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character->QueryAttribute("lzrw", &m_Rotation.w);
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m_DirtyPosition = true;
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}
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void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLElement* character = doc.FirstChildElement("obj")->FirstChildElement("char");
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if (!character) {
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LOG("Failed to find char tag while updating XML!");
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return;
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}
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auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
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if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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character->SetAttribute("lzx", m_Position.x);
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character->SetAttribute("lzy", m_Position.y);
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character->SetAttribute("lzz", m_Position.z);
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character->SetAttribute("lzrx", m_Rotation.x);
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character->SetAttribute("lzry", m_Rotation.y);
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character->SetAttribute("lzrz", m_Rotation.z);
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character->SetAttribute("lzrw", m_Rotation.w);
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}
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}
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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (m_Static) return;
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PhysicsComponent::SetPosition(pos);
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if (m_dpEntity) m_dpEntity->SetPosition(pos);
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}
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void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (m_Static) return;
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PhysicsComponent::SetRotation(rot);
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if (m_dpEntity) m_dpEntity->SetRotation(rot);
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}
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void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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if (m_Static || m_Velocity == vel) return;
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m_Velocity = vel;
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m_DirtyPosition = true;
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if (m_dpEntity) m_dpEntity->SetVelocity(vel);
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}
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void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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if (m_Static || m_AngularVelocity == vel) return;
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m_AngularVelocity = vel;
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m_DirtyPosition = true;
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}
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void ControllablePhysicsComponent::SetIsOnGround(bool val) {
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if (m_IsOnGround == val) return;
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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void ControllablePhysicsComponent::SetIsOnRail(bool val) {
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if (m_IsOnRail == val) return;
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m_DirtyPosition = true;
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m_IsOnRail = val;
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}
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void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
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m_DirtyPosition = val;
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}
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void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
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m_ActivePickupRadiusScales.push_back(value);
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if (value > m_PickupRadius) {
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m_PickupRadius = value;
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m_DirtyEquippedItemInfo = true;
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}
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}
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void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
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// Attempt to remove pickup radius from active radii
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const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value);
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if (pos != m_ActivePickupRadiusScales.end()) {
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m_ActivePickupRadiusScales.erase(pos);
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} else {
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LOG_DEBUG("Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
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return;
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}
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// Recalculate pickup radius since we removed one by now
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m_PickupRadius = 0.0f;
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m_DirtyEquippedItemInfo = true;
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for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
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auto candidateRadius = m_ActivePickupRadiusScales[i];
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if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::AddSpeedboost(float value) {
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m_ActiveSpeedBoosts.push_back(value);
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m_SpeedBoost = value;
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SetSpeedMultiplier(value / 500.0f); // 500 being the base speed
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}
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void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
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const auto pos = std::find(m_ActiveSpeedBoosts.begin(), m_ActiveSpeedBoosts.end(), value);
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if (pos != m_ActiveSpeedBoosts.end()) {
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m_ActiveSpeedBoosts.erase(pos);
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} else {
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LOG_DEBUG("Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
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return;
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}
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// Recalculate speedboost since we removed one
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m_SpeedBoost = 500.0f; // Entities without level progression (enemies, pets) go back to the normal multiplier of 1
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if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
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auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
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if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
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} else { // Used the last applied speedboost
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m_SpeedBoost = m_ActiveSpeedBoosts.back();
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}
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SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
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if (m_IsInBubble) {
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LOG("Already in bubble");
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return;
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}
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m_BubbleType = bubbleType;
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m_IsInBubble = true;
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m_DirtyBubble = true;
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m_SpecialAnims = specialAnims;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::DeactivateBubbleBuff() {
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m_DirtyBubble = true;
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m_IsInBubble = false;
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Game::entityManager->SerializeEntity(m_Parent);
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};
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void ControllablePhysicsComponent::SetStunImmunity(
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const eStateChangeType state,
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const LWOOBJID originator,
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const bool bImmuneToStunAttack,
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const bool bImmuneToStunEquip,
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const bool bImmuneToStunInteract,
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const bool bImmuneToStunJump,
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const bool bImmuneToStunMove,
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const bool bImmuneToStunTurn,
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const bool bImmuneToStunUseItem) {
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if (state == eStateChangeType::POP) {
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if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
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if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
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if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
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if (bImmuneToStunJump && m_ImmuneToStunJumpCount > 0) m_ImmuneToStunJumpCount -= 1;
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if (bImmuneToStunMove && m_ImmuneToStunMoveCount > 0) m_ImmuneToStunMoveCount -= 1;
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if (bImmuneToStunTurn && m_ImmuneToStunTurnCount > 0) m_ImmuneToStunTurnCount -= 1;
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if (bImmuneToStunUseItem && m_ImmuneToStunUseItemCount > 0) m_ImmuneToStunUseItemCount -= 1;
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} else if (state == eStateChangeType::PUSH) {
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if (bImmuneToStunAttack) m_ImmuneToStunAttackCount += 1;
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if (bImmuneToStunEquip) m_ImmuneToStunEquipCount += 1;
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if (bImmuneToStunInteract) m_ImmuneToStunInteractCount += 1;
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if (bImmuneToStunJump) m_ImmuneToStunJumpCount += 1;
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if (bImmuneToStunMove) m_ImmuneToStunMoveCount += 1;
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if (bImmuneToStunTurn) m_ImmuneToStunTurnCount += 1;
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if (bImmuneToStunUseItem) m_ImmuneToStunUseItemCount += 1;
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}
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GameMessages::SetStunImmunity stunImmunity;
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stunImmunity.target = m_Parent->GetObjectID();
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stunImmunity.Caster = originator;
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stunImmunity.StateChangeType = state;
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stunImmunity.bImmuneToStunAttack = bImmuneToStunAttack;
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stunImmunity.bImmuneToStunEquip = bImmuneToStunEquip;
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stunImmunity.bImmuneToStunInteract = bImmuneToStunInteract;
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stunImmunity.bImmuneToStunJump = bImmuneToStunJump;
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stunImmunity.bImmuneToStunMove = bImmuneToStunMove;
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stunImmunity.bImmuneToStunTurn = bImmuneToStunTurn;
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stunImmunity.bImmuneToStunUseItem = bImmuneToStunUseItem;
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stunImmunity.Send(m_Parent->GetSystemAddress());
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}
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bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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PhysicsComponent::OnGetObjectReportInfo(reportInfo);
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auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
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info.PushDebug("Velocity").PushDebug(m_Velocity);
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info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
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info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
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info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
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info.PushDebug<AMFBoolValue>("Is In Jetpack Mode") = m_InJetpackMode;
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info.PushDebug<AMFBoolValue>("Is Jetpack Flying") = m_JetpackFlying;
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info.PushDebug<AMFBoolValue>("Is Bypassing Jetpack Checks") = m_JetpackBypassChecks;
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info.PushDebug<AMFIntValue>("Jetpack Effect ID") = m_JetpackEffectID;
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info.PushDebug<AMFDoubleValue>("Speed Multiplier") = m_SpeedMultiplier;
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info.PushDebug<AMFDoubleValue>("Gravity Scale") = m_GravityScale;
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info.PushDebug<AMFBoolValue>("Is Static") = m_Static;
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auto& pickupRadii = info.PushDebug("Active Pickup Radius Scales");
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size_t i = 0;
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for (const auto& scale : m_ActivePickupRadiusScales) {
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pickupRadii.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(scale)) = "";
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}
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info.PushDebug<AMFDoubleValue>("Largest Pickup Radius") = m_PickupRadius;
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info.PushDebug<AMFBoolValue>("Is Teleporting") = m_IsTeleporting;
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auto& activeSpeedBoosts = info.PushDebug("Active Speed Boosts");
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i = 0;
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for (const auto& boost : m_ActiveSpeedBoosts) {
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activeSpeedBoosts.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(boost)) = "";
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}
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info.PushDebug<AMFDoubleValue>("Speed Boost") = m_SpeedBoost;
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info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
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info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
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info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
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auto& immunity = info.PushDebug("Immunity Effects");
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
|
|
return true;
|
|
}
|