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https://github.com/DarkflameUniverse/DarkflameServer.git
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b713b94841
Added functions and methods to support the pickup radius. Functionality includes: Corrected serialization for ControllablePhysicsComponent which correctly serializes the pickup radius to the client. A method to add the pickup radius to the list of active pickup radii the component has. A method to remove and re-calculate the largest active radii the component currently has. Tested equipping all variations of the LootBuff behavior (passive skills, items, item skills) and all functioned as intended. Tested equipping multiple items with a loot buff and then unequipping them in different orders. Tested adding pickup radii of different values and the server correctly adjusted the pickup radius to the largest one currently equipped.
361 lines
11 KiB
C++
361 lines
11 KiB
C++
#ifndef CONTROLLABLEPHYSICSCOMPONENT_H
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#define CONTROLLABLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "tinyxml2.h"
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#include "Component.h"
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#include "dpCollisionChecks.h"
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#include "PhantomPhysicsComponent.h"
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class Entity;
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class dpEntity;
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/**
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* Handles the movement of controllable Entities, e.g. enemies and players
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*/
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class ControllablePhysicsComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
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~ControllablePhysicsComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void LoadFromXML(tinyxml2::XMLDocument* doc);
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void ResetFlags();
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Sets the position of this entity, also ensures this update is serialized next tick.
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* If the entity is static, this is a no-op.
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* @param pos The position to set
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*/
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void SetPosition(const NiPoint3& pos);
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/**
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* Returns the current position of the entity
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* @return The current position of the entity
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*/
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const NiPoint3& GetPosition() const { return m_Position; }
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/**
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* Sets the rotation of this entity, ensures this change is serialized next tick. If the entity is static, this is
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* a no-op.
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* @param rot the rotation to set
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*/
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void SetRotation(const NiQuaternion& rot);
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/**
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* Returns the current rotation of this entity
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* @return the current rotation of this entity
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*/
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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/**
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* Sets the current velocity of this entity, ensures that this change is serialized next tick. If the entity is
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* marked as static this is a no-op.
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* @param vel the velocity to set
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*/
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void SetVelocity(const NiPoint3& vel);
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/**
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* Returns the current velocity of this entity
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* @return the current velocity of this entity
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*/
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const NiPoint3& GetVelocity() const { return m_Velocity; }
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/**
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* Sets the angular velocity (e.g. rotational velocity) of this entity and ensures this is serialized next tick.
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* If the entity is marked as static this is a no-op.
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* @param vel the angular velocity to set.
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*/
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void SetAngularVelocity(const NiPoint3& vel);
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/**
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* Returns the current angular velocity of this entity
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* @return the current angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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/**
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* Sets the IsOnGround value, determining whether or not the entity is stuck to the ground. Note that this is mostly
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* a client side flag as no server-side entities jump around and therefore this does not have to be updated server
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* side.
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* @param val whether the entity is on the ground.
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*/
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void SetIsOnGround(bool val);
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/**
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* Returns whether or not the entity is currently on the ground
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* @return whether the entity is currently on the ground
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*/
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const bool GetIsOnGround() const { return m_IsOnGround; }
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/**
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* Sets the on-rail parameter, determining if a player is currently on a rail (e.g. the lamps in Ninjago).
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* Also ensures that this change is serialized.
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* @param val whether the player is currently on a rail
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*/
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void SetIsOnRail(bool val);
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/**
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* Returns whether or not this entity is currently on a rail.
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* @return whether or not this entity is currently on a rail
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*/
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const bool GetIsOnRail() const { return m_IsOnRail; }
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/**
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* Mark the position as dirty, forcing a serialization update next tick
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* @param val whether or not the position is dirty
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*/
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void SetDirtyPosition(bool val);
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/**
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* Mark the velocity as dirty, forcing a serializtion update next tick
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* @param val whether or not the velocity is dirty
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*/
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void SetDirtyVelocity(bool val);
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/**
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* Mark the angular velocity as dirty, forcing a serialization update next tick
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* @param val whether or not the angular velocity is dirty
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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*/
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void SetInJetpackMode(bool val) { m_InJetpackMode = val; }
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/**
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* Returns whether or not the entity is currently wearing a jetpack
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* @return whether or not the entity is currently wearing a jetpack
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*/
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const bool GetInJetpackMode() const { return m_InJetpackMode; }
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/**
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* Sets whether or not the entity is currently flying a jetpack
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* @param val whether or not the entity is currently flying a jetpack
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*/
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void SetJetpackFlying(bool val) { m_JetpackFlying = val; }
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/**
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* Returns whether or not an entity is currently flying a jetpack
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* @return whether or not an entity is currently flying a jetpack
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*/
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const bool GetJetpackFlying() const { return m_JetpackFlying; }
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/**
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* UNUSED: necessary for serialization
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*/
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void SetJetpackBypassChecks(bool val) { m_JetpackBypassChecks = val; }
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/**
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* UNUSUED: necessary for serialization
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*/
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const bool GetJetpackBypassChecks() const { return m_JetpackBypassChecks; }
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/**
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* Set the jetpack effect ID
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* @param effectID the effect to play while using the jetpack
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*/
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void SetJetpackEffectID(int effectID) { m_JetpackEffectID = effectID; }
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/**
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* Returns the current jetpack effect ID
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* @return the current jetpack effect ID
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*/
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const int GetJetpackEffectID() const { return m_JetpackEffectID; }
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/**
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* Sets a speed multiplier, altering the entities speed
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* @param value the multiplier to set
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*/
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void SetSpeedMultiplier(float value) { m_SpeedMultiplier = value; m_DirtyCheats = true; }
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/**
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* Returns the current speed multiplier
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* @return the current speed multiplier
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*/
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const float GetSpeedMultiplier() const { return m_SpeedMultiplier; }
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/**
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* Sets the current gravity scale, allowing the entity to move using altered gravity
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* @param value the gravity value to set
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*/
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void SetGravityScale(float value) { m_GravityScale = value; m_DirtyCheats = true; }
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/**
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* Returns the current gravity scale
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* @return the current gravity scale
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*/
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const float GetGravityScale() const { return m_GravityScale; }
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/**
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* Sets the ignore multipliers value, allowing you to skip the serialization of speed and gravity multipliers
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* @param value whether or not to ignore multipliers
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*/
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void SetIgnoreMultipliers(bool value) { m_IgnoreMultipliers = value; }
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/**
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* Returns the current ignore multipliers value
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* @return the current ignore multipliers value
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*/
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const bool GetIgnoreMultipliers() const { return m_IgnoreMultipliers; }
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/**
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* Can make an entity static, making it unable to move around
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* @param value whether or not the entity is static
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*/
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void SetStatic(const bool value) { m_Static = value; }
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/**
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* Returns whether or not this entity is currently static
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* @return whether or not this entity is currently static
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*/
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bool GetStatic() const { return m_Static; }
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/**
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* Returns the Physics entity for the component
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* @return Physics entity for the component
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*/
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dpEntity* GetdpEntity() const { return m_dpEntity; }
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/**
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* I store this in a vector because if I have 2 separate pickup radii being applied to the player, I dont know which one is correctly active.
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* This method adds the pickup radius to the vector of active radii and if its larger than the current one, is applied as the new pickup radius.
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*/
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void AddPickupRadiusScale(float value) ;
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/**
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* Removes the provided pickup radius scale from our list of buffs
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* The recalculates what our pickup radius is.
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*/
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void RemovePickupRadiusScale(float value) ;
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/**
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* The pickup radii of this component.
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* @return All active radii scales for this component.
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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private:
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/**
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* The entity that owns this component
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the position is dirty, forcing a serialization update of the position
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*/
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bool m_DirtyPosition;
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/**
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* The current position of the entity
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*/
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NiPoint3 m_Position;
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/**
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* The current rotation of the entity
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*/
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NiQuaternion m_Rotation;
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/**
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* Whether or not the velocity is dirty, forcing a serialization of the velocity
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*/
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bool m_DirtyVelocity;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity;
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/**
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* Whether or not the angular velocity is dirty, forcing a serialization
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*/
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bool m_DirtyAngularVelocity;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity;
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/**
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* Whether or not the entity is on the ground, generally unused
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*/
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bool m_IsOnGround;
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/**
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* Whether or not the entity is on a rail, e.g. in Ninjago
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*/
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bool m_IsOnRail;
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/**
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* Whether or not this entity has a jetpack equipped
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*/
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bool m_InJetpackMode;
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/**
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* Whether or not this entity is currently flying a jetpack
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*/
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bool m_JetpackFlying;
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/**
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* Bypass jetpack checks, currently unused
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*/
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bool m_JetpackBypassChecks;
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/**
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* The effect that plays while using the jetpack
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*/
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int32_t m_JetpackEffectID;
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/**
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* The current speed multiplier, allowing an entity to run faster
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*/
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float m_SpeedMultiplier;
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/**
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* The current gravity scale, allowing an entity to move at an altered gravity
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*/
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float m_GravityScale;
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/**
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* Forces a serialization of the speed multiplier and the gravity scale
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*/
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bool m_DirtyCheats;
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/**
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* Makes it so that the speed multiplier and gravity scale are no longer serialized if false
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*/
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bool m_IgnoreMultipliers;
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/**
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* Whether this entity is static, making it unable to move
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*/
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bool m_Static;
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/**
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* Whether the pickup scale is dirty.
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*/
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bool m_DirtyPickupRadiusScale;
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/**
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* The list of pickup radius scales for this entity
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*/
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std::vector<float> m_ActivePickupRadiusScales;
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/**
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* The active pickup radius for this entity
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*/
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float m_PickupRadius;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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