DarkflameServer/dGame/dComponents/PlayerForcedMovementComponent.h
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

71 lines
1.5 KiB
C++

#pragma once
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Component that handles player forced movement
*
*/
class PlayerForcedMovementComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
PlayerForcedMovementComponent(Entity* parent);
~PlayerForcedMovementComponent() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* @brief Set the Player On Rail object
*
* @param value if the player is on a rail
*/
void SetPlayerOnRail(bool value) { m_PlayerOnRail = value; m_DirtyInfo = true; }
/**
* @brief Set the Show Billboard object
*
* @param value if the billboard should be shown
*/
void SetShowBillboard(bool value) { m_ShowBillboard = value; m_DirtyInfo = true; }
/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
bool GetPlayerOnRail() { return m_PlayerOnRail; }
bool GetShowBillboard() { return m_ShowBillboard; }
private:
/**
* whether the info is dirty
*/
bool m_DirtyInfo = false;
/**
* whether the player is on a rail
*/
bool m_PlayerOnRail = false;
/**
* whether the billboard should be showing
*/
bool m_ShowBillboard = false;
};