DarkflameServer/dGame/dComponents/ModelComponent.cpp
David Markowitz 716a5fcf37 Rename some variables in Component
And add more virtuals
2023-06-06 18:59:53 -07:00

32 lines
1.3 KiB
C++

#include "ModelComponent.h"
#include "Entity.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_OwningEntity->GetDefaultPosition();
m_OriginalRotation = m_OwningEntity->GetDefaultRotation();
m_userModelID = m_OwningEntity->GetVarAs<LWOOBJID>(u"userModelID");
}
void ModelComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
// ItemComponent Serialization. Pets do not get this serialization.
if (!m_OwningEntity->HasComponent(eReplicaComponentType::PET)) {
outBitStream->Write1();
outBitStream->Write<LWOOBJID>(m_userModelID != LWOOBJID_EMPTY ? m_userModelID : m_OwningEntity->GetObjectID());
outBitStream->Write<int>(0);
outBitStream->Write0();
}
//actual model component:
outBitStream->Write1(); // Yes we are writing model info
outBitStream->Write0(); // Is pickable
outBitStream->Write<uint32_t>(2); // Physics type
outBitStream->Write(m_OriginalPosition); // Original position
outBitStream->Write(m_OriginalRotation); // Original rotation
outBitStream->Write1(); // We are writing behavior info
outBitStream->Write<uint32_t>(0); // Number of behaviors
outBitStream->Write1(); // Is this model paused
if (bIsInitialUpdate) outBitStream->Write0(); // We are not writing model editing info
}