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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
#pragma once
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#include "Behavior.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include <forward_list>
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class TacArcBehavior final : public Behavior {
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public:
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explicit TacArcBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {}
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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 Load() override;
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private:
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float m_maxRange;
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float m_height;
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float m_distanceWeight;
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float m_angleWeight;
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float m_angle;
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float m_minRange;
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NiPoint3 m_offset;
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uint32_t m_method;
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float m_upperBound;
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float m_lowerBound;
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bool m_usePickedTarget;
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bool m_useTargetPostion;
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bool m_checkEnv;
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bool m_useAttackPriority;
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Behavior* m_action;
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Behavior* m_missAction;
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Behavior* m_blockedAction;
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uint32_t m_maxTargets;
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float m_farHeight;
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float m_farWidth;
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float m_nearHeight;
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float m_nearWidth;
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std::forward_list<int32_t> m_ignoreFactionList {};
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std::forward_list<int32_t> m_includeFactionList {};
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bool m_targetSelf;
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bool m_targetEnemy;
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bool m_targetFriend;
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bool m_targetTeam;
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};
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