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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
25 lines
664 B
C++
25 lines
664 B
C++
#include "LUPExhibitComponent.h"
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#include "EntityManager.h"
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void LUPExhibitComponent::Update(float deltaTime) {
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m_UpdateTimer += deltaTime;
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if (m_UpdateTimer > 20.0f) {
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NextLUPExhibit();
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m_UpdateTimer = 0.0f;
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}
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}
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void LUPExhibitComponent::NextLUPExhibit() {
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m_LUPExhibitIndex++;
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m_DirtyLUPExhibit = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void LUPExhibitComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyLUPExhibit);
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if (m_DirtyLUPExhibit) {
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outBitStream.Write(m_LUPExhibits[m_LUPExhibitIndex % m_LUPExhibits.size()]);
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if (!bIsInitialUpdate) m_DirtyLUPExhibit = false;
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}
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}
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