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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
33 lines
861 B
C++
33 lines
861 B
C++
#pragma once
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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/**
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* @brief This is the behavior class to be used for all Loot Buff behavior nodes in the Behavior tree.
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*
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*/
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class LootBuffBehavior final : public Behavior
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{
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public:
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float m_Scale;
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/*
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* Inherited
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*/
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explicit LootBuffBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
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void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override;
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void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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void Load() override;
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};
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