DarkflameServer/dGame/dComponents/GhostComponent.h
jadebenn 5225c86d65
chore: Misc. component cleanup (#1433)
* Misc component cleanup

* Update InventoryComponent.h

* Update MissionComponent.h

* Update PropertyManagementComponent.h

* Update PropertyVendorComponent.h

* Update SkillComponent.h

maximum pedantry B)

* SoundTriggerComponent.h braces gone

* Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h

I was tired
2024-01-23 23:13:23 -06:00

55 lines
1.4 KiB
C++

#ifndef __GHOSTCOMPONENT__H__
#define __GHOSTCOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
#include <unordered_set>
class NiPoint3;
class GhostComponent final : public Component {
public:
static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
GhostComponent(Entity* parent);
~GhostComponent() override;
void SetGhostOverride(bool value) { m_GhostOverride = value; };
const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
bool GetGhostOverride() const { return m_GhostOverride; };
void SetGhostReferencePoint(const NiPoint3& value);
void SetGhostOverridePoint(const NiPoint3& value);
void AddLimboConstruction(const LWOOBJID objectId);
void RemoveLimboConstruction(const LWOOBJID objectId);
void ConstructLimboEntities();
void ObserveEntity(const int32_t id);
bool IsObserved(const int32_t id);
void GhostEntity(const int32_t id);
private:
NiPoint3 m_GhostReferencePoint;
NiPoint3 m_GhostOverridePoint;
std::unordered_set<int32_t> m_ObservedEntities;
std::unordered_set<LWOOBJID> m_LimboConstructions;
bool m_GhostOverride;
};
#endif //!__GHOSTCOMPONENT__H__