mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 14:07:20 +00:00
8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
/*
|
|
* Darkflame Universe
|
|
* Copyright 2018
|
|
*/
|
|
|
|
#ifndef SCRIPTCOMPONENT_H
|
|
#define SCRIPTCOMPONENT_H
|
|
|
|
#include "CppScripts.h"
|
|
#include "Component.h"
|
|
#include <string>
|
|
|
|
class Entity;
|
|
|
|
/**
|
|
* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
|
|
* here they're written in C++
|
|
*/
|
|
class ScriptComponent : public Component {
|
|
public:
|
|
static const uint32_t ComponentType = COMPONENT_TYPE_SCRIPT;
|
|
|
|
ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client = false);
|
|
~ScriptComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
|
|
|
|
/**
|
|
* Returns the script that's attached to this entity
|
|
* @return the script that's attached to this entity
|
|
*/
|
|
CppScripts::Script* GetScript();
|
|
|
|
/**
|
|
* Sets whether the entity should be serialized, unused
|
|
* @param var whether the entity should be serialized
|
|
*/
|
|
void SetSerialized(const bool var) { m_Serialized = var; }
|
|
|
|
/**
|
|
* Sets the script using a path by looking through dScripts for a script that matches
|
|
* @param scriptName the name of the script to find
|
|
*/
|
|
void SetScript(const std::string& scriptName);
|
|
|
|
private:
|
|
|
|
/**
|
|
* The script attached to this entity
|
|
*/
|
|
CppScripts::Script* m_Script;
|
|
|
|
/**
|
|
* Whether or not the comp should be serialized, unused
|
|
*/
|
|
bool m_Serialized;
|
|
|
|
/**
|
|
* Whether or not this script is a client script
|
|
*/
|
|
bool m_Client;
|
|
};
|
|
|
|
#endif // SCRIPTCOMPONENT_H
|