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BouncerComponent.h
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103 lines (78 loc) · 2.6 KB
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#ifndef BOUNCERCOMPONENT_H
#define BOUNCERCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
BouncerComponent(Entity* parentEntity, const int32_t componentID);
~BouncerComponent() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
Entity* GetParentEntity() const;
/**
* Sets whether or not this bouncer needs to be activated by a pet
* @param value whether or not this bouncer needs to be activated by a pet
*/
void SetPetEnabled(bool value);
/**
* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
* also displays FX accordingly.
* @param value whether or not this bouncer is activated by a pet
*/
void SetPetBouncerEnabled(bool value);
/**
* Gets whether this bouncer should be enabled using pets
* @return whether this bouncer should be enabled using pets
*/
bool GetPetEnabled() const;
/**
* Gets whether this bouncer is currently activated by a pet
* @return whether this bouncer is currently activated by a pet
*/
bool GetPetBouncerEnabled() const;
/**
* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
*/
void LookupPetSwitch();
bool MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
private:
/**
* Whether this bouncer needs to be activated by a pet
*/
bool m_PetEnabled;
/**
* Whether this bouncer is currently being activated by a pet
*/
bool m_PetBouncerEnabled;
/**
* Whether the pet switch for this bouncer has been located
*/
bool m_PetSwitchLoaded;
// The bouncer destination
NiPoint3 m_Destination;
// The speed at which the player is bounced
float m_Speed{};
// Whether to use a high arc for the bounce trajectory
bool m_UsesHighArc{};
// Lock controls when bouncing
bool m_LockControls{};
// Ignore collision when bouncing
bool m_IgnoreCollision{};
// Stick the landing afterwards or let the player slide
bool m_StickLanding{};
// Whether or not there is a group name
bool m_UsesGroupName{};
// The group name for targets
std::string m_GroupName{};
// The number of targets to activate the bouncer
int32_t m_MinNumTargets{};
// The cinematic path to play during the bounce
std::string m_CinematicPath{};
};
#endif // BOUNCERCOMPONENT_H