DarkflameServer/dGame/dComponents/PossessorComponent.h
Aaron Kimbrell 1497d9b35a
breakout possessor from char comp (#606)
* breakout possessor from char comp
Use the correct component for possessor
cleanup scirps that were using possessor improperly
beginnings of mounts

* fix comments
added bounds check
2022-06-29 18:50:24 -05:00

56 lines
1.4 KiB
C++

#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
/**
* Represents an entity that can posess other entities. Generally used by players to drive a car.
*/
class PossessorComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR;
PossessorComponent(Entity* parent);
~PossessorComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Sets the entity that this entity is possessing
* @param value the ID of the entity this ID should posess
*/
void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; }
/**
* Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0
* @param value the possesible type to set
*/
void SetPossessableType(uint8_t value) { m_PossessableType = value; m_DirtyPossesor = true; }
/**
* Returns the entity that this entity is currently posessing
* @return the entity that this entity is currently posessing
*/
LWOOBJID GetPossessable() const { return m_Possessable; }
private:
/**
* The ID of the entity this entity is possessing (e.g. the ID of a car)
*/
LWOOBJID m_Possessable;
/**
* @brief possessable type
*
*/
uint8_t m_PossessableType;
/**
* @brief if the possessor is dirty
*
*/
bool m_DirtyPossesor;
};