mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
Every game message still written or read by hand is now a NetGameMsg with Serialize and Deserialize, in per-domain files: - MovementMessages: teleport, platforms (resync and its request), orient to angle, node rotation lock, gravity scale, jetpack mode, control scheme, respawn checkpoint, rails (set/start, ready, cancel, arrived), mount inventory ID, dismount complete, possession ack, ghost reference override and position, camera cycling (eCameraTargetCyclingMode moves here). - ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for updates, player ready, restore to post load stats, server done loading, invalid zone transfer list, zone summary display/dismissed, level processing complete, object world state, and the localized announcement WorldMigration wrote by hand. - PlayerMessages: chat mode, GM level, LEGO score, currency, reputation, GM invis, pickup currency, zone and player statistics, chat commands, bug reports, verify ack. - ObjectMessages: fire event client/server side, notify client (zone) object, notify object, script network vars, failed preconditions, terminate interaction, set name, request use, request server object info. - QuickBuildMessages: notify state, enable, cancel. - ActivityMessages gains match response/update/request, leaderboard request and data, shooting gallery score/rotation/fire, activity state change. - MissionMessages gains MissionDialogueCancelled (a no-op, as before). The wire structs left in GameMessages.h move to their domains (tooltip and emote to Effects, loot and item use to Inventory, model build to Building, behavior sound to Property, skill sets to Skill) and gain the missing direction. The dismount logic moves to PossessorComponent::OnDismountComplete. Every inbound message is registered in the GameMessageHandler map; the switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base code. Call sites build the structs (NotifyClientObject, TerminateInteraction, Teleport, PlatformResync, FireEventClientSide, NotifyObject and NotifyClientZoneObject get convenience constructors like PlayFXEffect). Dead senders are dropped: SendSetShootingGalleryParams (no callers, field order was a guess), SendTeamPickupItem (the struct already existed), SendRequestActivitySummaryLeaderboardData (the struct covers it). Verified with RemainingMessagesTests: every old Send* function is frozen verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte (same bits, destination and broadcast flag) over grids of inputs; every old Handle* read sequence is frozen as a Read* oracle and compared with the struct's Deserialize; round trips, truncation and a golden packet. PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled (0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50) were checked against the client. Behaviour notes: an inbound message that fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES / MISSION_DIALOGUE_CANCELLED now read their (unused) client fields. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
288 lines
8.6 KiB
C++
288 lines
8.6 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include <sstream>
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#include <iostream>
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#include "PhantomPhysicsComponent.h"
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#include "Game.h"
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#include "LDFFormat.h"
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#include "Logger.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "ControllablePhysicsComponent.h"
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#include "GameMessages.h"
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#include "MovementMessages.h"
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#include "ePhysicsEffectType.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "dServer.h"
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#include "EntityInfo.h"
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#include "Amf3.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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RegisterMsg(&PhantomPhysicsComponent::OnGetObjectReportInfo);
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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m_Scale = m_Parent->GetDefaultScale();
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m_dpEntity = nullptr;
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m_EffectInfoDirty = false;
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m_IsPhysicsEffectActive = false;
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m_EffectType = ePhysicsEffectType::PUSH;
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m_DirectionalMultiplier = 0.0f;
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m_MinMax = false;
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m_Min = 0;
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m_Max = 1;
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m_IsDirectional = false;
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m_Direction = NiPoint3(); // * m_DirectionalMultiplier
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if (m_Parent->GetVar<bool>(u"create_physics")) {
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m_dpEntity = CreatePhysicsLnv(m_Scale, ComponentType);
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}
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if (m_Parent->GetVar<bool>(u"respawnVol")) {
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m_IsRespawnVolume = true;
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}
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if (m_IsRespawnVolume) {
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const auto respawnPos = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rspPos"), '\x1f');
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m_RespawnPos = GeneralUtils::TryParse(respawnPos, NiPoint3Constant::ZERO);
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const auto respawnRot = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rspRot"), '\x1f');
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m_RespawnRot = respawnRot.size() >= 4 ? NiQuaternion(
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GeneralUtils::TryParse(respawnRot[0], 1.0f),
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GeneralUtils::TryParse(respawnRot[1], 0.0f),
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GeneralUtils::TryParse(respawnRot[2], 0.0f),
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GeneralUtils::TryParse(respawnRot[3], 0.0f))
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: QuatUtils::IDENTITY;
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}
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// HF - RespawnPoints. Legacy respawn entity.
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if (m_Parent->GetLOT() == 4945) {
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m_IsRespawnVolume = true;
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m_RespawnPos = m_Position;
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m_RespawnRot = m_Rotation;
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}
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if (!m_dpEntity) {
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m_dpEntity = CreatePhysicsEntity(ComponentType);
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if (!m_dpEntity) return;
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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dpWorld::AddEntity(m_dpEntity);
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}
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}
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void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effectType, const float effectScale);
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PhantomPhysicsComponent::~PhantomPhysicsComponent() {
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if (!m_dpEntity) return;
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if (m_PhysicsActive) dpWorld::RemoveEntity(m_dpEntity);
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else delete m_dpEntity;
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}
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void PhantomPhysicsComponent::SetPhysicsActive(const bool active) {
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if (!m_dpEntity || m_PhysicsActive == active) return;
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m_PhysicsActive = active;
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if (active) {
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// Anything already inside enters on the next physics step
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dpWorld::AddEntity(m_dpEntity);
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return;
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}
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dpWorld::DetachEntity(m_dpEntity);
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const std::vector<LWOOBJID> inside(m_dpEntity->GetCurrentlyCollidingObjects().begin(), m_dpEntity->GetCurrentlyCollidingObjects().end());
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m_dpEntity->ClearCollisions();
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for (const auto id : inside) {
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ApplyCollisionEffect(id, m_EffectType, 1.0f);
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m_Parent->OnCollisionLeavePhantom(id);
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}
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}
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void PhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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outBitStream.Write(m_EffectInfoDirty || bIsInitialUpdate);
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if (m_EffectInfoDirty || bIsInitialUpdate) {
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outBitStream.Write(m_IsPhysicsEffectActive);
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if (m_IsPhysicsEffectActive) {
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outBitStream.Write(m_EffectType);
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outBitStream.Write(m_DirectionalMultiplier);
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// forgive me father for i have sinned
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outBitStream.Write0();
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//outBitStream.Write(m_MinMax);
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//if (m_MinMax) {
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//outBitStream.Write(m_Min);
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//outBitStream.Write(m_Max);
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//}
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outBitStream.Write(m_IsDirectional);
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if (m_IsDirectional) {
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outBitStream.Write(m_Direction.x);
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outBitStream.Write(m_Direction.y);
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outBitStream.Write(m_Direction.z);
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}
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}
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m_EffectInfoDirty = false;
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}
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}
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// Even if we were to implement Friction server side,
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// it also defaults to 1.0f in the last argument, so we dont need two functions to do the same thing.
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void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effectType, const float effectScale) {
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switch (effectType) {
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case ePhysicsEffectType::GRAVITY_SCALE: {
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auto* targetEntity = Game::entityManager->GetEntity(target);
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if (targetEntity) {
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auto* controllablePhysicsComponent = targetEntity->GetComponent<ControllablePhysicsComponent>();
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// dont want to apply an effect to nothing.
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->SetGravityScale(effectScale);
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GameMessages::SetGravityScale gravityScale;
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gravityScale.target = target;
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gravityScale.scale = effectScale;
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gravityScale.SendToClient(targetEntity->GetSystemAddress());
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}
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break;
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}
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case ePhysicsEffectType::ATTRACT:
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case ePhysicsEffectType::FRICTION:
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case ePhysicsEffectType::PUSH:
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case ePhysicsEffectType::REPULSE:
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default:
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break;
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}
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// The other types are not handled by the server and are here to handle all cases of the enum.
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}
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void PhantomPhysicsComponent::Update(float deltaTime) {
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if (!m_dpEntity || !m_PhysicsActive) return;
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//Process enter events
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for (const auto id : m_dpEntity->GetNewObjects()) {
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ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier);
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m_Parent->OnCollisionPhantom(id);
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//If we are a respawn volume, inform the client:
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if (m_IsRespawnVolume) {
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auto* const entity = Game::entityManager->GetEntity(id);
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if (entity) {
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GameMessages::PlayerReachedRespawnCheckpoint respawnCheckpoint;
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respawnCheckpoint.target = entity->GetObjectID();
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respawnCheckpoint.pos = m_RespawnPos;
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respawnCheckpoint.rot = m_RespawnRot;
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respawnCheckpoint.SendToClient(entity->GetSystemAddress());
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entity->SetRespawnPos(m_RespawnPos);
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entity->SetRespawnRot(m_RespawnRot);
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}
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}
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}
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//Process exit events
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for (const auto id : m_dpEntity->GetRemovedObjects()) {
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ApplyCollisionEffect(id, m_EffectType, 1.0f);
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m_Parent->OnCollisionLeavePhantom(id);
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}
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}
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void PhantomPhysicsComponent::SetDirection(const NiPoint3& pos) {
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m_Direction = pos;
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m_Direction.x *= m_DirectionalMultiplier;
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m_Direction.y *= m_DirectionalMultiplier;
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m_Direction.z *= m_DirectionalMultiplier;
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m_EffectInfoDirty = true;
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m_IsDirectional = true;
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}
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void PhantomPhysicsComponent::SpawnVertices() const {
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if (!m_dpEntity) {
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LOG("No dpEntity to spawn vertices for %llu:%i", m_Parent->GetObjectID(), m_Parent->GetLOT());
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return;
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}
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PhysicsComponent::SpawnVertices(m_dpEntity);
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}
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void PhantomPhysicsComponent::SetDirectionalMultiplier(float mul) {
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m_DirectionalMultiplier = mul;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetEffectType(ePhysicsEffectType type) {
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m_EffectType = type;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetMin(uint32_t min) {
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m_Min = min;
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m_MinMax = true;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetMax(uint32_t max) {
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m_Max = max;
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m_MinMax = true;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetPosition(const NiPoint3& pos) {
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PhysicsComponent::SetPosition(pos);
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if (m_dpEntity) m_dpEntity->SetPosition(pos);
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}
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void PhantomPhysicsComponent::SetRotation(const NiQuaternion& rot) {
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PhysicsComponent::SetRotation(rot);
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if (m_dpEntity) m_dpEntity->SetRotation(rot);
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}
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bool PhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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PhysicsComponent::OnGetObjectReportInfo(reportInfo);
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if (!reportInfo.subCategory) {
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return false;
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}
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auto& info = reportInfo.subCategory->PushDebug("Phantom Physics Info");
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info.PushDebug<AMFDoubleValue>("Scale") = m_Scale;
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info.PushDebug<AMFBoolValue>("Is Physics Effect Active") = m_IsPhysicsEffectActive;
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info.PushDebug<AMFIntValue>("Effect Type") = static_cast<int>(m_EffectType);
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info.PushDebug<AMFDoubleValue>("Directional Multiplier") = m_DirectionalMultiplier;
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info.PushDebug<AMFBoolValue>("Is Directional") = m_IsDirectional;
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auto& direction = info.PushDebug("Direction").PushDebug(m_Direction);
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if (m_MinMax) {
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auto& minMaxInfo = info.PushDebug("Min Max Info");
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minMaxInfo.PushDebug<AMFIntValue>("Min") = m_Min;
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minMaxInfo.PushDebug<AMFIntValue>("Max") = m_Max;
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}
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if (m_IsRespawnVolume) {
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auto& respawnInfo = info.PushDebug("Respawn Info");
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respawnInfo.PushDebug<AMFBoolValue>("Is Respawn Volume") = m_IsRespawnVolume;
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respawnInfo.PushDebug("Respawn Position").PushDebug(m_RespawnPos);
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respawnInfo.PushDebug("Respawn Rotation").PushDebug(m_RespawnRot);
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}
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return true;
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}
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