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Physics/, Activity/ (activity, scripted activity, shooting gallery, quickbuild, minigame control, racing control base, racing control, gate rush), Vendor/, Character/ (what the client makes with a character, plus ghost, minifig and mission), Sound/ and Property/; the rest stays where it was. File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#ifndef __GHOSTCOMPONENT__H__
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#define __GHOSTCOMPONENT__H__
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include <unordered_set>
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#include "PlayerMessages.h"
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class NiPoint3;
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namespace tinyxml2 {
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class XMLDocument;
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}
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class GhostComponent final : public Component {
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public:
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static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
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GhostComponent(Entity* parent, const int32_t componentID);
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~GhostComponent() override;
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void SetGhostOverride(bool value) { m_GhostOverride = value; };
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const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
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const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
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const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
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bool GetGhostOverride() const { return m_GhostOverride; };
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void SetGhostReferencePoint(const NiPoint3& value);
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void SetGhostOverridePoint(const NiPoint3& value);
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void AddLimboConstruction(const LWOOBJID objectId);
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void RemoveLimboConstruction(const LWOOBJID objectId);
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void ConstructLimboEntities();
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void ObserveEntity(const LWOOBJID id);
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bool IsObserved(const LWOOBJID id);
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void GhostEntity(const LWOOBJID id);
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bool OnToggleGMInvis(GameMessages::ToggleGMInvisEvent& event);
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bool OnGetGMInvis(GameMessages::GetGMInvis& msg);
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bool MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& msg);
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private:
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NiPoint3 m_GhostReferencePoint;
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NiPoint3 m_GhostOverridePoint;
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std::unordered_set<LWOOBJID> m_ObservedEntities;
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std::unordered_set<LWOOBJID> m_LimboConstructions;
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bool m_GhostOverride;
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bool m_IsGMInvisible{ false };
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};
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#endif //!__GHOSTCOMPONENT__H__
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