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dAuthServer
dChatFilter
dChatServer
dCommon
dDatabase
dGame
dMasterServer
dNavigation
dNet
dPhysics
dScripts
02_server
EquipmentScripts
EquipmentTriggers
ai
ACT
AG
ActSharkPlayerDeathTrigger.cpp
ActSharkPlayerDeathTrigger.h
AgBusDoor.cpp
AgBusDoor.h
AgDarkSpiderling.cpp
AgDarkSpiderling.h
AgFans.cpp
AgFans.h
AgImagSmashable.cpp
AgImagSmashable.h
AgJetEffectServer.cpp
AgJetEffectServer.h
AgPicnicBlanket.cpp
AgPicnicBlanket.h
AgQbElevator.cpp
AgQbElevator.h
AgQbWall.cpp
AgQbWall.h
AgSalutingNpcs.cpp
AgSalutingNpcs.h
AgShipPlayerDeathTrigger.cpp
AgShipPlayerDeathTrigger.h
AgShipPlayerShockServer.cpp
AgShipPlayerShockServer.h
AgSpaceStuff.cpp
AgSpaceStuff.h
AgStagePlatforms.cpp
AgStagePlatforms.h
AgStromlingProperty.cpp
AgStromlingProperty.h
AgTurret.cpp
AgTurret.h
CMakeLists.txt
FV
GENERAL
GF
MINIGAME
NP
NS
PETS
PROPERTY
RACING
SPEC
WILD
CMakeLists.txt
client
zone
ActivityManager.cpp
ActivityManager.h
BaseConsoleTeleportServer.cpp
BaseConsoleTeleportServer.h
BasePropertyServer.cpp
BasePropertyServer.h
BaseRandomServer.cpp
BaseRandomServer.h
BaseSurvivalServer.cpp
BaseSurvivalServer.h
BaseWavesGenericEnemy.cpp
BaseWavesGenericEnemy.h
BaseWavesServer.cpp
BaseWavesServer.h
CMakeLists.txt
ChooseYourDestinationNsToNt.cpp
ChooseYourDestinationNsToNt.h
CppScripts.cpp
CppScripts.h
Darkitect.cpp
Darkitect.h
NPCAddRemoveItem.cpp
NPCAddRemoveItem.h
NtFactionSpyServer.cpp
NtFactionSpyServer.h
ScriptComponent.cpp
ScriptComponent.h
ScriptedPowerupSpawner.cpp
ScriptedPowerupSpawner.h
SpawnPetBaseServer.cpp
SpawnPetBaseServer.h
dWorldServer
dZoneManager
docker
docs
migrations
resources
tests
thirdparty
vanity
.dockerignore
.editorconfig
.env.example
.git-blame-ignore-revs
.gitattributes
.gitignore
.gitmodules
CMakeLists.txt
CMakePresets.json
CMakeVariables.txt
CONTRIBUTING.md
Docker.md
Docker_Windows.md
LICENSE
README.md
SECURITY.md
build.sh
docker-compose.yml
logo.png
systemd.example
versions.txt

* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
17 lines
293 B
C++
17 lines
293 B
C++
#include "AgStromlingProperty.h"
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#include "MovementAIComponent.h"
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#include "eReplicaComponentType.h"
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void AgStromlingProperty::OnStartup(Entity* self) {
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auto movementInfo = MovementAIInfo{
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"Wander",
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71,
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3,
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100,
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1,
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4
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};
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self->AddComponent<MovementAIComponent>(movementInfo);
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}
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