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# include "dCommonVars.h"
# include "Entity.h"
# include "CDClientManager.h"
# include "Game.h"
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# include "Logger.h"
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# include <functional>
# include "CDDestructibleComponentTable.h"
# include "CDClientDatabase.h"
# include <sstream>
# include "dServer.h"
# include "GameMessages.h"
# include "EntityManager.h"
# include "dZoneManager.h"
# include "Zone.h"
# include "Spawner.h"
# include "UserManager.h"
# include "dpWorld.h"
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# include "LUTriggers.h"
# include "User.h"
# include "EntityTimer.h"
# include "EntityCallbackTimer.h"
# include "Loot.h"
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# include "eMissionTaskType.h"
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# include "eTriggerEventType.h"
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# include "eObjectBits.h"
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# include "PositionUpdate.h"
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# include "eChatMessageType.h"
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# include "PlayerManager.h"
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//Component includes:
# include "Component.h"
# include "ControllablePhysicsComponent.h"
# include "RenderComponent.h"
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# include "MultiZoneEntranceComponent.h"
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# include "CharacterComponent.h"
# include "DestroyableComponent.h"
# include "BuffComponent.h"
# include "BouncerComponent.h"
# include "InventoryComponent.h"
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# include "LevelProgressionComponent.h"
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# include "PlayerForcedMovementComponent.h"
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# include "ScriptComponent.h"
# include "SkillComponent.h"
# include "SimplePhysicsComponent.h"
# include "SwitchComponent.h"
# include "PhantomPhysicsComponent.h"
# include "RigidbodyPhantomPhysicsComponent.h"
# include "MovingPlatformComponent.h"
# include "MissionComponent.h"
# include "MissionOfferComponent.h"
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# include "QuickBuildComponent.h"
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# include "BuildBorderComponent.h"
# include "MovementAIComponent.h"
# include "VendorComponent.h"
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# include "DonationVendorComponent.h"
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# include "RocketLaunchpadControlComponent.h"
# include "PropertyComponent.h"
# include "BaseCombatAIComponent.h"
# include "PropertyManagementComponent.h"
# include "PropertyVendorComponent.h"
# include "ProximityMonitorComponent.h"
# include "PropertyEntranceComponent.h"
# include "ModelComponent.h"
# include "ZCompression.h"
# include "PetComponent.h"
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# include "HavokVehiclePhysicsComponent.h"
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# include "PossessableComponent.h"
# include "PossessorComponent.h"
# include "ModuleAssemblyComponent.h"
# include "RacingControlComponent.h"
# include "SoundTriggerComponent.h"
# include "ShootingGalleryComponent.h"
# include "RailActivatorComponent.h"
# include "LUPExhibitComponent.h"
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# include "RacingSoundTriggerComponent.h"
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# include "TriggerComponent.h"
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# include "eGameMasterLevel.h"
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# include "eReplicaComponentType.h"
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# include "eReplicaPacketType.h"
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# include "MiniGameControlComponent.h"
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# include "RacingStatsComponent.h"
# include "CollectibleComponent.h"
# include "ItemComponent.h"
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# include "GhostComponent.h"
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# include "AchievementVendorComponent.h"
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// Table includes
# include "CDComponentsRegistryTable.h"
# include "CDCurrencyTableTable.h"
# include "CDMovementAIComponentTable.h"
# include "CDProximityMonitorComponentTable.h"
# include "CDRebuildComponentTable.h"
# include "CDObjectSkillsTable.h"
# include "CDObjectsTable.h"
# include "CDScriptComponentTable.h"
# include "CDSkillBehaviorTable.h"
# include "CDZoneTableTable.h"
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Entity : : Entity ( const LWOOBJID & objectID , EntityInfo info , User * parentUser , Entity * parentEntity ) {
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m_ObjectID = objectID ;
m_TemplateID = info . lot ;
m_ParentEntity = parentEntity ;
m_Character = nullptr ;
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m_GMLevel = eGameMasterLevel : : CIVILIAN ;
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m_NetworkID = 0 ;
m_Groups = { } ;
m_OwnerOverride = LWOOBJID_EMPTY ;
m_Timers = { } ;
m_ChildEntities = { } ;
m_ScheduleKiller = nullptr ;
m_TargetsInPhantom = { } ;
m_Components = { } ;
m_DieCallbacks = { } ;
m_PhantomCollisionCallbacks = { } ;
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m_IsParentChildDirty = true ;
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m_Settings = info . settings ;
m_NetworkSettings = info . networkSettings ;
m_DefaultPosition = info . pos ;
m_DefaultRotation = info . rot ;
m_Scale = info . scale ;
m_Spawner = info . spawner ;
m_SpawnerID = info . spawnerID ;
m_HasSpawnerNodeID = info . hasSpawnerNodeID ;
m_SpawnerNodeID = info . spawnerNodeID ;
if ( info . lot ! = 1 ) m_PlayerIsReadyForUpdates = true ;
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if ( parentUser ) {
m_Character = parentUser - > GetLastUsedChar ( ) ;
parentUser - > SetLoggedInChar ( objectID ) ;
m_GMLevel = m_Character - > GetGMLevel ( ) ;
m_Character - > SetEntity ( this ) ;
PlayerManager : : AddPlayer ( this ) ;
}
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}
Entity : : ~ Entity ( ) {
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if ( IsPlayer ( ) ) {
LOG ( " Deleted player " ) ;
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if ( ! PlayerManager : : RemovePlayer ( this ) ) {
LOG ( " Unable to find player to remove from manager. " ) ;
return ;
}
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auto * zoneControl = Game : : entityManager - > GetZoneControlEntity ( ) ;
if ( zoneControl ) {
zoneControl - > GetScript ( ) - > OnPlayerExit ( zoneControl , this ) ;
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}
std : : vector < Entity * > scriptedActs = Game : : entityManager - > GetEntitiesByComponent ( eReplicaComponentType : : SCRIPTED_ACTIVITY ) ;
for ( Entity * scriptEntity : scriptedActs ) {
if ( scriptEntity - > GetObjectID ( ) ! = zoneControl - > GetObjectID ( ) ) { // Don't want to trigger twice on instance worlds
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scriptEntity - > GetScript ( ) - > OnPlayerExit ( scriptEntity , this ) ;
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}
}
}
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if ( m_Character ) {
m_Character - > SaveXMLToDatabase ( ) ;
}
CancelAllTimers ( ) ;
CancelCallbackTimers ( ) ;
const auto components = m_Components ;
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for ( const auto & pair : components ) {
delete pair . second ;
m_Components . erase ( pair . first ) ;
}
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for ( auto child : m_ChildEntities ) {
if ( child ) child - > RemoveParent ( ) ;
}
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if ( m_ParentEntity ) {
m_ParentEntity - > RemoveChild ( this ) ;
}
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}
void Entity : : Initialize ( ) {
/**
* Setup trigger
*/
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const auto triggerInfo = GetVarAsString ( u " trigger_id " ) ;
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if ( ! triggerInfo . empty ( ) ) AddComponent < TriggerComponent > ( triggerInfo ) ;
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/**
* Setup groups
*/
const auto groupIDs = GetVarAsString ( u " groupID " ) ;
if ( ! groupIDs . empty ( ) ) {
m_Groups = GeneralUtils : : SplitString ( groupIDs , ' ; ' ) ;
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if ( ! m_Groups . empty ( ) ) {
if ( m_Groups . back ( ) . empty ( ) ) m_Groups . erase ( m_Groups . end ( ) - 1 ) ;
}
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}
/**
* Set ourselves as a child of our parent
*/
if ( m_ParentEntity ! = nullptr ) {
m_ParentEntity - > AddChild ( this ) ;
}
// Get the registry table
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CDComponentsRegistryTable * compRegistryTable = CDClientManager : : GetTable < CDComponentsRegistryTable > ( ) ;
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/**
* Special case for BBB models . They have components not corresponding to the registry .
*/
if ( m_TemplateID = = 14 ) {
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const auto simplePhysicsComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SIMPLE_PHYSICS ) ;
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AddComponent < SimplePhysicsComponent > ( simplePhysicsComponentID ) ;
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AddComponent < ModelComponent > ( ) ;
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AddComponent < RenderComponent > ( ) ;
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auto * destroyableComponent = AddComponent < DestroyableComponent > ( ) ;
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destroyableComponent - > SetHealth ( 1 ) ;
destroyableComponent - > SetMaxHealth ( 1.0f ) ;
destroyableComponent - > SetFaction ( - 1 , true ) ;
destroyableComponent - > SetIsSmashable ( true ) ;
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// We have all our components.
return ;
}
/**
* Go through all the components and check if this entity has them .
*
* Not all components are implemented . Some are represented by a nullptr , as they hold no data .
*/
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if ( m_Character & & m_Character - > GetParentUser ( ) ) {
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AddComponent < MissionComponent > ( ) - > LoadFromXml ( m_Character - > GetXMLDoc ( ) ) ;
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}
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uint32_t petComponentId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PET ) ;
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if ( petComponentId > 0 ) {
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AddComponent < PetComponent > ( petComponentId ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MINI_GAME_CONTROL ) > 0 ) {
AddComponent < MiniGameControlComponent > ( ) ;
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}
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uint32_t possessableComponentId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : POSSESSABLE ) ;
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if ( possessableComponentId > 0 ) {
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AddComponent < PossessableComponent > ( possessableComponentId ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MODULE_ASSEMBLY ) > 0 ) {
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AddComponent < ModuleAssemblyComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RACING_STATS ) > 0 ) {
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AddComponent < RacingStatsComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : LUP_EXHIBIT , - 1 ) > = 0 ) {
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AddComponent < LUPExhibitComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RACING_CONTROL ) > 0 ) {
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AddComponent < RacingControlComponent > ( ) ;
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}
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const auto propertyEntranceComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PROPERTY_ENTRANCE ) ;
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if ( propertyEntranceComponentID > 0 ) {
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AddComponent < PropertyEntranceComponent > ( propertyEntranceComponentID ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : CONTROLLABLE_PHYSICS ) > 0 ) {
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auto * controllablePhysics = AddComponent < ControllablePhysicsComponent > ( ) ;
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if ( m_Character ) {
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controllablePhysics - > LoadFromXml ( m_Character - > GetXMLDoc ( ) ) ;
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const auto mapID = Game : : server - > GetZoneID ( ) ;
//If we came from another zone, put us in the starting loc
if ( m_Character - > GetZoneID ( ) ! = Game : : server - > GetZoneID ( ) | | mapID = = 1603 ) { // Exception for Moon Base as you tend to spawn on the roof.
NiPoint3 pos ;
NiQuaternion rot ;
const auto & targetSceneName = m_Character - > GetTargetScene ( ) ;
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auto * targetScene = Game : : entityManager - > GetSpawnPointEntity ( targetSceneName ) ;
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if ( m_Character - > HasBeenToWorld ( mapID ) & & targetSceneName . empty ( ) ) {
pos = m_Character - > GetRespawnPoint ( mapID ) ;
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rot = Game : : zoneManager - > GetZone ( ) - > GetSpawnRot ( ) ;
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} else if ( targetScene ! = nullptr ) {
pos = targetScene - > GetPosition ( ) ;
rot = targetScene - > GetRotation ( ) ;
} else {
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pos = Game : : zoneManager - > GetZone ( ) - > GetSpawnPos ( ) ;
rot = Game : : zoneManager - > GetZone ( ) - > GetSpawnRot ( ) ;
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}
controllablePhysics - > SetPosition ( pos ) ;
controllablePhysics - > SetRotation ( rot ) ;
}
} else {
controllablePhysics - > SetPosition ( m_DefaultPosition ) ;
controllablePhysics - > SetRotation ( m_DefaultRotation ) ;
}
}
// If an entity is marked a phantom, simple physics is made into phantom phyics.
bool markedAsPhantom = GetVar < bool > ( u " markedAsPhantom " ) ;
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const auto simplePhysicsComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SIMPLE_PHYSICS ) ;
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if ( ! markedAsPhantom & & simplePhysicsComponentID > 0 ) {
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AddComponent < SimplePhysicsComponent > ( simplePhysicsComponentID ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RIGID_BODY_PHANTOM_PHYSICS ) > 0 ) {
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AddComponent < RigidbodyPhantomPhysicsComponent > ( ) ;
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}
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if ( markedAsPhantom | | compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PHANTOM_PHYSICS ) > 0 ) {
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AddComponent < PhantomPhysicsComponent > ( ) - > SetPhysicsEffectActive ( false ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : HAVOK_VEHICLE_PHYSICS ) > 0 ) {
auto * havokVehiclePhysicsComponent = AddComponent < HavokVehiclePhysicsComponent > ( ) ;
havokVehiclePhysicsComponent - > SetPosition ( m_DefaultPosition ) ;
havokVehiclePhysicsComponent - > SetRotation ( m_DefaultRotation ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SOUND_TRIGGER , - 1 ) ! = - 1 ) {
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AddComponent < SoundTriggerComponent > ( ) ;
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} else if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RACING_SOUND_TRIGGER , - 1 ) ! = - 1 ) {
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AddComponent < RacingSoundTriggerComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : BUFF ) > 0 ) {
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AddComponent < BuffComponent > ( ) ;
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}
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int collectibleComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : COLLECTIBLE ) ;
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if ( collectibleComponentID > 0 ) {
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AddComponent < CollectibleComponent > ( GetVarAs < int32_t > ( u " collectible_id " ) ) ;
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}
/**
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* Multiple components require the destructible component .
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*/
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int buffComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : BUFF ) ;
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int quickBuildComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : QUICK_BUILD ) ;
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int componentID = - 1 ;
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if ( collectibleComponentID > 0 ) componentID = collectibleComponentID ;
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if ( quickBuildComponentID > 0 ) componentID = quickBuildComponentID ;
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if ( buffComponentID > 0 ) componentID = buffComponentID ;
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CDDestructibleComponentTable * destCompTable = CDClientManager : : GetTable < CDDestructibleComponentTable > ( ) ;
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std : : vector < CDDestructibleComponent > destCompData = destCompTable - > Query ( [ = ] ( CDDestructibleComponent entry ) { return ( entry . id = = componentID ) ; } ) ;
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bool isSmashable = GetVarAs < int32_t > ( u " is_smashable " ) ! = 0 ;
if ( buffComponentID > 0 | | collectibleComponentID > 0 | | isSmashable ) {
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DestroyableComponent * comp = AddComponent < DestroyableComponent > ( ) ;
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if ( m_Character ) {
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comp - > LoadFromXml ( m_Character - > GetXMLDoc ( ) ) ;
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} else {
if ( componentID > 0 ) {
std : : vector < CDDestructibleComponent > destCompData = destCompTable - > Query ( [ = ] ( CDDestructibleComponent entry ) { return ( entry . id = = componentID ) ; } ) ;
if ( destCompData . size ( ) > 0 ) {
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if ( HasComponent ( eReplicaComponentType : : RACING_STATS ) ) {
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destCompData [ 0 ] . imagination = 60 ;
}
comp - > SetHealth ( destCompData [ 0 ] . life ) ;
comp - > SetImagination ( destCompData [ 0 ] . imagination ) ;
comp - > SetArmor ( destCompData [ 0 ] . armor ) ;
comp - > SetMaxHealth ( destCompData [ 0 ] . life ) ;
comp - > SetMaxImagination ( destCompData [ 0 ] . imagination ) ;
comp - > SetMaxArmor ( destCompData [ 0 ] . armor ) ;
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comp - > SetDeathBehavior ( destCompData [ 0 ] . death_behavior ) ;
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comp - > SetIsSmashable ( destCompData [ 0 ] . isSmashable ) ;
comp - > SetLootMatrixID ( destCompData [ 0 ] . LootMatrixIndex ) ;
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Loot : : CacheMatrix ( destCompData [ 0 ] . LootMatrixIndex ) ;
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// Now get currency information
uint32_t npcMinLevel = destCompData [ 0 ] . level ;
uint32_t currencyIndex = destCompData [ 0 ] . CurrencyIndex ;
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CDCurrencyTableTable * currencyTable = CDClientManager : : GetTable < CDCurrencyTableTable > ( ) ;
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std : : vector < CDCurrencyTable > currencyValues = currencyTable - > Query ( [ = ] ( CDCurrencyTable entry ) { return ( entry . currencyIndex = = currencyIndex & & entry . npcminlevel = = npcMinLevel ) ; } ) ;
if ( currencyValues . size ( ) > 0 ) {
// Set the coins
comp - > SetMinCoins ( currencyValues [ 0 ] . minvalue ) ;
comp - > SetMaxCoins ( currencyValues [ 0 ] . maxvalue ) ;
}
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// extraInfo overrides. Client ORs the database smashable and the luz smashable.
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comp - > SetIsSmashable ( comp - > GetIsSmashable ( ) | isSmashable ) ;
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}
} else {
comp - > SetHealth ( 1 ) ;
comp - > SetArmor ( 0 ) ;
comp - > SetMaxHealth ( 1 ) ;
comp - > SetMaxArmor ( 0 ) ;
comp - > SetIsSmashable ( true ) ;
comp - > AddFaction ( - 1 ) ;
comp - > AddFaction ( 6 ) ; //Smashables
// A race car has 60 imagination, other entities defaults to 0.
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comp - > SetImagination ( HasComponent ( eReplicaComponentType : : RACING_STATS ) ? 60 : 0 ) ;
comp - > SetMaxImagination ( HasComponent ( eReplicaComponentType : : RACING_STATS ) ? 60 : 0 ) ;
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}
}
if ( destCompData . size ( ) > 0 ) {
comp - > AddFaction ( destCompData [ 0 ] . faction ) ;
std : : stringstream ss ( destCompData [ 0 ] . factionList ) ;
std : : string token ;
while ( std : : getline ( ss , token , ' , ' ) ) {
if ( std : : stoi ( token ) = = destCompData [ 0 ] . faction ) continue ;
if ( token ! = " " ) {
comp - > AddFaction ( std : : stoi ( token ) ) ;
}
}
}
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// override the factions if needed.
auto setFaction = GetVarAsString ( u " set_faction " ) ;
if ( ! setFaction . empty ( ) ) {
// TODO also split on space here however we do not have a general util for splitting on multiple characters yet.
std : : vector < std : : string > factionsToAdd = GeneralUtils : : SplitString ( setFaction , ' ; ' ) ;
for ( const auto faction : factionsToAdd ) {
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const auto factionToAdd = GeneralUtils : : TryParse < int32_t > ( faction ) ;
if ( factionToAdd ) {
comp - > AddFaction ( factionToAdd . value ( ) , true ) ;
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}
}
}
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : CHARACTER ) > 0 | | m_Character ) {
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// Character Component always has a possessor, level, and forced movement components
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AddComponent < PossessorComponent > ( ) ;
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// load in the xml for the level
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AddComponent < LevelProgressionComponent > ( ) - > LoadFromXml ( m_Character - > GetXMLDoc ( ) ) ;
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AddComponent < PlayerForcedMovementComponent > ( ) ;
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auto & systemAddress = m_Character - > GetParentUser ( ) ? m_Character - > GetParentUser ( ) - > GetSystemAddress ( ) : UNASSIGNED_SYSTEM_ADDRESS ;
AddComponent < CharacterComponent > ( m_Character , systemAddress ) - > LoadFromXml ( m_Character - > GetXMLDoc ( ) ) ;
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AddComponent < GhostComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : INVENTORY ) > 0 | | m_Character ) {
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AddComponent < InventoryComponent > ( ) ;
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}
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// if this component exists, then we initialize it. it's value is always 0
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MULTI_ZONE_ENTRANCE , - 1 ) ! = - 1 ) {
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AddComponent < MultiZoneEntranceComponent > ( ) ;
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}
/**
* This is a bit of a mess
*/
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CDScriptComponentTable * scriptCompTable = CDClientManager : : GetTable < CDScriptComponentTable > ( ) ;
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int32_t scriptComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SCRIPT , - 1 ) ;
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std : : string scriptName = " " ;
bool client = false ;
if ( scriptComponentID > 0 | | m_Character ) {
std : : string clientScriptName ;
if ( ! m_Character ) {
CDScriptComponent scriptCompData = scriptCompTable - > GetByID ( scriptComponentID ) ;
scriptName = scriptCompData . script_name ;
clientScriptName = scriptCompData . client_script_name ;
} else {
scriptName = " " ;
}
if ( scriptName ! = " " | | ( scriptName = = " " & & m_Character ) ) {
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} else if ( clientScriptName ! = " " ) {
client = true ;
} else if ( ! m_Character ) {
client = true ;
}
}
std : : string customScriptServer ;
bool hasCustomServerScript = false ;
const auto customScriptServerName = GetVarAsString ( u " custom_script_server " ) ;
const auto customScriptClientName = GetVarAsString ( u " custom_script_client " ) ;
if ( ! customScriptServerName . empty ( ) ) {
customScriptServer = customScriptServerName ;
hasCustomServerScript = true ;
}
if ( ! customScriptClientName . empty ( ) ) {
client = true ;
}
if ( hasCustomServerScript & & scriptName . empty ( ) ) {
scriptName = customScriptServer ;
}
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if ( ! scriptName . empty ( ) | | client | | m_Character | | scriptComponentID > = 0 ) {
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AddComponent < ScriptComponent > ( scriptName , true , client & & scriptName . empty ( ) ) ;
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}
// ZoneControl script
if ( m_TemplateID = = 2365 ) {
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CDZoneTableTable * zoneTable = CDClientManager : : GetTable < CDZoneTableTable > ( ) ;
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const auto zoneID = Game : : zoneManager - > GetZoneID ( ) ;
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const CDZoneTable * zoneData = zoneTable - > Query ( zoneID . GetMapID ( ) ) ;
if ( zoneData ! = nullptr ) {
int zoneScriptID = zoneData - > scriptID ;
CDScriptComponent zoneScriptData = scriptCompTable - > GetByID ( zoneScriptID ) ;
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AddComponent < ScriptComponent > ( zoneScriptData . script_name , true ) ;
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}
}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SKILL , - 1 ) ! = - 1 | | m_Character ) {
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AddComponent < SkillComponent > ( ) ;
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}
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const auto combatAiId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : BASE_COMBAT_AI ) ;
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if ( combatAiId > 0 ) {
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AddComponent < BaseCombatAIComponent > ( combatAiId ) ;
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}
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if ( int componentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : QUICK_BUILD ) > 0 ) {
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auto * quickBuildComponent = AddComponent < QuickBuildComponent > ( ) ;
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CDRebuildComponentTable * rebCompTable = CDClientManager : : GetTable < CDRebuildComponentTable > ( ) ;
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std : : vector < CDRebuildComponent > rebCompData = rebCompTable - > Query ( [ = ] ( CDRebuildComponent entry ) { return ( entry . id = = quickBuildComponentID ) ; } ) ;
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if ( rebCompData . size ( ) > 0 ) {
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quickBuildComponent - > SetResetTime ( rebCompData [ 0 ] . reset_time ) ;
quickBuildComponent - > SetCompleteTime ( rebCompData [ 0 ] . complete_time ) ;
quickBuildComponent - > SetTakeImagination ( rebCompData [ 0 ] . take_imagination ) ;
quickBuildComponent - > SetInterruptible ( rebCompData [ 0 ] . interruptible ) ;
quickBuildComponent - > SetSelfActivator ( rebCompData [ 0 ] . self_activator ) ;
quickBuildComponent - > SetActivityId ( rebCompData [ 0 ] . activityID ) ;
quickBuildComponent - > SetPostImaginationCost ( rebCompData [ 0 ] . post_imagination_cost ) ;
quickBuildComponent - > SetTimeBeforeSmash ( rebCompData [ 0 ] . time_before_smash ) ;
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const auto rebuildResetTime = GetVar < float > ( u " rebuild_reset_time " ) ;
if ( rebuildResetTime ! = 0.0f ) {
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quickBuildComponent - > SetResetTime ( rebuildResetTime ) ;
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// Known bug with moving platform in FV that casues it to build at the end instead of the start.
// This extends the smash time so players can ride up the lift.
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if ( m_TemplateID = = 9483 ) {
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quickBuildComponent - > SetResetTime ( quickBuildComponent - > GetResetTime ( ) + 25 ) ;
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}
}
const auto activityID = GetVar < int32_t > ( u " activityID " ) ;
if ( activityID > 0 ) {
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quickBuildComponent - > SetActivityId ( activityID ) ;
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Loot : : CacheMatrix ( activityID ) ;
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}
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const auto timeBeforeSmash = GetVar < float > ( u " tmeSmsh " ) ;
if ( timeBeforeSmash > 0 ) {
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quickBuildComponent - > SetTimeBeforeSmash ( timeBeforeSmash ) ;
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}
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const auto compTime = GetVar < float > ( u " compTime " ) ;
if ( compTime > 0 ) {
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quickBuildComponent - > SetCompleteTime ( compTime ) ;
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}
}
}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SWITCH , - 1 ) ! = - 1 ) {
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AddComponent < SwitchComponent > ( ) ;
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}
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if ( ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : VENDOR ) > 0 ) ) {
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AddComponent < VendorComponent > ( ) ;
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} else if ( ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : DONATION_VENDOR , - 1 ) ! = - 1 ) ) {
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AddComponent < DonationVendorComponent > ( ) ;
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} else if ( ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : ACHIEVEMENT_VENDOR , - 1 ) ! = - 1 ) ) {
AddComponent < AchievementVendorComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PROPERTY_VENDOR , - 1 ) ! = - 1 ) {
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AddComponent < PropertyVendorComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PROPERTY_MANAGEMENT , - 1 ) ! = - 1 ) {
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AddComponent < PropertyManagementComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : BOUNCER , - 1 ) ! = - 1 ) { // you have to determine it like this because all bouncers have a componentID of 0
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AddComponent < BouncerComponent > ( ) ;
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}
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int32_t renderComponentId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RENDER ) ;
if ( ( renderComponentId > 0 & & m_TemplateID ! = 2365 ) | | m_Character ) {
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AddComponent < RenderComponent > ( renderComponentId ) ;
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}
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if ( ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MISSION_OFFER ) > 0 ) | | m_Character ) {
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AddComponent < MissionOfferComponent > ( m_TemplateID ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : BUILD_BORDER , - 1 ) ! = - 1 ) {
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AddComponent < BuildBorderComponent > ( ) ;
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}
// Scripted activity component
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int scriptedActivityID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SCRIPTED_ACTIVITY , - 1 ) ;
if ( ( scriptedActivityID ! = - 1 ) ) {
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AddComponent < ScriptedActivityComponent > ( scriptedActivityID ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MODEL , - 1 ) ! = - 1 & & ! GetComponent < PetComponent > ( ) ) {
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AddComponent < ModelComponent > ( ) ;
if ( ! HasComponent ( eReplicaComponentType : : DESTROYABLE ) ) {
auto * destroyableComponent = AddComponent < DestroyableComponent > ( ) ;
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destroyableComponent - > SetHealth ( 1 ) ;
destroyableComponent - > SetMaxHealth ( 1.0f ) ;
destroyableComponent - > SetFaction ( - 1 , true ) ;
destroyableComponent - > SetIsSmashable ( true ) ;
}
}
PetComponent * petComponent ;
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : ITEM ) > 0 & & ! TryGetComponent ( eReplicaComponentType : : PET , petComponent ) & & ! HasComponent ( eReplicaComponentType : : MODEL ) ) {
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AddComponent < ItemComponent > ( ) ;
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}
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// Shooting gallery component
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : SHOOTING_GALLERY ) > 0 ) {
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AddComponent < ShootingGalleryComponent > ( ) ;
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}
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if ( compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PROPERTY , - 1 ) ! = - 1 ) {
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AddComponent < PropertyComponent > ( ) ;
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}
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const int rocketId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : ROCKET_LAUNCH ) ;
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if ( ( rocketId > 0 ) ) {
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AddComponent < RocketLaunchpadControlComponent > ( rocketId ) ;
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}
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const int32_t railComponentID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : RAIL_ACTIVATOR ) ;
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if ( railComponentID > 0 ) {
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AddComponent < RailActivatorComponent > ( railComponentID ) ;
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}
2023-03-04 07:16:37 +00:00
int movementAIID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MOVEMENT_AI ) ;
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if ( movementAIID > 0 ) {
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CDMovementAIComponentTable * moveAITable = CDClientManager : : GetTable < CDMovementAIComponentTable > ( ) ;
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std : : vector < CDMovementAIComponent > moveAIComp = moveAITable - > Query ( [ = ] ( CDMovementAIComponent entry ) { return ( entry . id = = movementAIID ) ; } ) ;
if ( moveAIComp . size ( ) > 0 ) {
MovementAIInfo moveInfo = MovementAIInfo ( ) ;
moveInfo . movementType = moveAIComp [ 0 ] . MovementType ;
moveInfo . wanderChance = moveAIComp [ 0 ] . WanderChance ;
moveInfo . wanderRadius = moveAIComp [ 0 ] . WanderRadius ;
moveInfo . wanderSpeed = moveAIComp [ 0 ] . WanderSpeed ;
moveInfo . wanderDelayMax = moveAIComp [ 0 ] . WanderDelayMax ;
moveInfo . wanderDelayMin = moveAIComp [ 0 ] . WanderDelayMin ;
bool useWanderDB = GetVar < bool > ( u " usewanderdb " ) ;
if ( ! useWanderDB ) {
const auto wanderOverride = GetVarAs < float > ( u " wanderRadius " ) ;
if ( wanderOverride ! = 0.0f ) {
moveInfo . wanderRadius = wanderOverride ;
}
}
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AddComponent < MovementAIComponent > ( moveInfo ) ;
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}
} else if ( petComponentId > 0 | | combatAiId > 0 & & GetComponent < BaseCombatAIComponent > ( ) - > GetTetherSpeed ( ) > 0 ) {
MovementAIInfo moveInfo = MovementAIInfo ( ) ;
moveInfo . movementType = " " ;
moveInfo . wanderChance = 0 ;
moveInfo . wanderRadius = 16 ;
moveInfo . wanderSpeed = 2.5f ;
moveInfo . wanderDelayMax = 5 ;
moveInfo . wanderDelayMin = 2 ;
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AddComponent < MovementAIComponent > ( moveInfo ) ;
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}
2022-11-12 14:44:27 +00:00
std : : string pathName = GetVarAsString ( u " attached_path " ) ;
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const Path * path = Game : : zoneManager - > GetZone ( ) - > GetPath ( pathName ) ;
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//Check to see if we have an attached path and add the appropiate component to handle it:
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if ( path ) {
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// if we have a moving platform path, then we need a moving platform component
if ( path - > pathType = = PathType : : MovingPlatform ) {
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AddComponent < MovingPlatformComponent > ( pathName ) ;
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} else if ( path - > pathType = = PathType : : Movement ) {
auto movementAIcomponent = GetComponent < MovementAIComponent > ( ) ;
if ( movementAIcomponent & & combatAiId = = 0 ) {
movementAIcomponent - > SetPath ( pathName ) ;
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} else {
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MovementAIInfo moveInfo = MovementAIInfo ( ) ;
moveInfo . movementType = " " ;
moveInfo . wanderChance = 0 ;
moveInfo . wanderRadius = 16 ;
moveInfo . wanderSpeed = 2.5f ;
moveInfo . wanderDelayMax = 5 ;
moveInfo . wanderDelayMin = 2 ;
AddComponent < MovementAIComponent > ( moveInfo ) ;
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}
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}
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} else {
// else we still need to setup moving platform if it has a moving platform comp but no path
int32_t movingPlatformComponentId = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : MOVING_PLATFORM , - 1 ) ;
if ( movingPlatformComponentId > = 0 ) {
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AddComponent < MovingPlatformComponent > ( pathName ) ;
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}
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}
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int proximityMonitorID = compRegistryTable - > GetByIDAndType ( m_TemplateID , eReplicaComponentType : : PROXIMITY_MONITOR ) ;
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if ( proximityMonitorID > 0 ) {
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CDProximityMonitorComponentTable * proxCompTable = CDClientManager : : GetTable < CDProximityMonitorComponentTable > ( ) ;
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std : : vector < CDProximityMonitorComponent > proxCompData = proxCompTable - > Query ( [ = ] ( CDProximityMonitorComponent entry ) { return ( entry . id = = proximityMonitorID ) ; } ) ;
if ( proxCompData . size ( ) > 0 ) {
std : : vector < std : : string > proximityStr = GeneralUtils : : SplitString ( proxCompData [ 0 ] . Proximities , ' , ' ) ;
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AddComponent < ProximityMonitorComponent > ( std : : stoi ( proximityStr [ 0 ] ) , std : : stoi ( proximityStr [ 1 ] ) ) ;
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}
}
// Hacky way to trigger these when the object has had a chance to get constructed
AddCallbackTimer ( 0 , [ this ] ( ) {
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this - > GetScript ( ) - > OnStartup ( this ) ;
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} ) ;
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if ( ! m_Character & & Game : : entityManager - > GetGhostingEnabled ( ) ) {
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// Don't ghost what is likely large scene elements
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if ( HasComponent ( eReplicaComponentType : : SIMPLE_PHYSICS ) & & HasComponent ( eReplicaComponentType : : RENDER ) & & ( m_Components . size ( ) = = 2 | | ( HasComponent ( eReplicaComponentType : : TRIGGER ) & & m_Components . size ( ) = = 3 ) ) ) {
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goto no_ghosting ;
}
/* Filter for ghosting candidates.
*
* Don ' t ghost moving platforms , until we ' ve got proper syncing for those .
* Don ' t ghost big phantom physics triggers , as putting those to sleep might prevent interactions .
* Don ' t ghost property related objects , as the client expects those to always be loaded .
*/
if (
! EntityManager : : IsExcludedFromGhosting ( GetLOT ( ) ) & &
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! HasComponent ( eReplicaComponentType : : SCRIPTED_ACTIVITY ) & &
! HasComponent ( eReplicaComponentType : : MOVING_PLATFORM ) & &
! HasComponent ( eReplicaComponentType : : PHANTOM_PHYSICS ) & &
! HasComponent ( eReplicaComponentType : : PROPERTY ) & &
! HasComponent ( eReplicaComponentType : : RACING_CONTROL ) & &
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! HasComponent ( eReplicaComponentType : : HAVOK_VEHICLE_PHYSICS )
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)
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//if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI))
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{
m_IsGhostingCandidate = true ;
}
if ( GetLOT ( ) = = 6368 ) {
m_IsGhostingCandidate = true ;
}
// Special case for collectibles in Ninjago
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if ( HasComponent ( eReplicaComponentType : : COLLECTIBLE ) & & Game : : server - > GetZoneID ( ) = = 2000 ) {
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m_IsGhostingCandidate = true ;
}
}
no_ghosting :
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TriggerEvent ( eTriggerEventType : : CREATE , this ) ;
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if ( m_Character ) {
auto * controllablePhysicsComponent = GetComponent < ControllablePhysicsComponent > ( ) ;
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auto * levelComponent = GetComponent < LevelProgressionComponent > ( ) ;
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2022-12-19 19:45:50 +00:00
if ( controllablePhysicsComponent & & levelComponent ) {
controllablePhysicsComponent - > SetSpeedMultiplier ( levelComponent - > GetSpeedBase ( ) / 500.0f ) ;
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}
}
}
bool Entity : : operator = = ( const Entity & other ) const {
return other . m_ObjectID = = m_ObjectID ;
}
bool Entity : : operator ! = ( const Entity & other ) const {
return other . m_ObjectID ! = m_ObjectID ;
}
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Component * Entity : : GetComponent ( eReplicaComponentType componentID ) const {
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const auto & index = m_Components . find ( componentID ) ;
if ( index = = m_Components . end ( ) ) {
return nullptr ;
}
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return index - > second ;
}
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bool Entity : : HasComponent ( const eReplicaComponentType componentId ) const {
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return m_Components . find ( componentId ) ! = m_Components . end ( ) ;
}
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void Entity : : Subscribe ( LWOOBJID scriptObjId , CppScripts : : Script * scriptToAdd , const std : : string & notificationName ) {
if ( notificationName = = " HitOrHealResult " | | notificationName = = " Hit " ) {
auto * destroyableComponent = GetComponent < DestroyableComponent > ( ) ;
if ( ! destroyableComponent ) return ;
destroyableComponent - > Subscribe ( scriptObjId , scriptToAdd ) ;
}
}
void Entity : : Unsubscribe ( LWOOBJID scriptObjId , const std : : string & notificationName ) {
if ( notificationName = = " HitOrHealResult " | | notificationName = = " Hit " ) {
auto * destroyableComponent = GetComponent < DestroyableComponent > ( ) ;
if ( ! destroyableComponent ) return ;
destroyableComponent - > Unsubscribe ( scriptObjId ) ;
}
}
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void Entity : : SetProximityRadius ( float proxRadius , std : : string name ) {
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auto * proxMon = GetComponent < ProximityMonitorComponent > ( ) ;
if ( ! proxMon ) proxMon = AddComponent < ProximityMonitorComponent > ( ) ;
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proxMon - > SetProximityRadius ( proxRadius , name ) ;
}
void Entity : : SetProximityRadius ( dpEntity * entity , std : : string name ) {
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ProximityMonitorComponent * proxMon = AddComponent < ProximityMonitorComponent > ( ) ;
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proxMon - > SetProximityRadius ( entity , name ) ;
}
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void Entity : : SetGMLevel ( eGameMasterLevel value ) {
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m_GMLevel = value ;
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if ( m_Character ) m_Character - > SetGMLevel ( value ) ;
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auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( ! characterComponent ) return ;
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characterComponent - > SetGMLevel ( value ) ;
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GameMessages : : SendGMLevelBroadcast ( m_ObjectID , value ) ;
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// Update the chat server of our GM Level
{
CBITSTREAM ;
BitStreamUtils : : WriteHeader ( bitStream , eConnectionType : : CHAT , eChatMessageType : : GMLEVEL_UPDATE ) ;
bitStream . Write ( m_ObjectID ) ;
bitStream . Write ( m_GMLevel ) ;
Game : : chatServer - > Send ( & bitStream , SYSTEM_PRIORITY , RELIABLE , 0 , Game : : chatSysAddr , false ) ;
}
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}
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void Entity : : WriteBaseReplicaData ( RakNet : : BitStream & outBitStream , eReplicaPacketType packetType ) {
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if ( packetType = = eReplicaPacketType : : CONSTRUCTION ) {
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outBitStream . Write ( m_ObjectID ) ;
outBitStream . Write ( m_TemplateID ) ;
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if ( IsPlayer ( ) ) {
std : : string name = m_Character ! = nullptr ? m_Character - > GetName ( ) : " Invalid " ;
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outBitStream . Write < uint8_t > ( uint8_t ( name . size ( ) ) ) ;
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for ( size_t i = 0 ; i < name . size ( ) ; + + i ) {
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outBitStream . Write < uint16_t > ( name [ i ] ) ;
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}
} else {
const auto & name = GetVar < std : : string > ( u " npcName " ) ;
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outBitStream . Write < uint8_t > ( uint8_t ( name . size ( ) ) ) ;
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for ( size_t i = 0 ; i < name . size ( ) ; + + i ) {
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outBitStream . Write < uint16_t > ( name [ i ] ) ;
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}
}
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outBitStream . Write < uint32_t > ( 0 ) ; //Time since created on server
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const auto & syncLDF = GetVar < std : : vector < std : : u16string > > ( u " syncLDF " ) ;
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// Only sync for models.
if ( m_Settings . size ( ) > 0 & & ( GetComponent < ModelComponent > ( ) & & ! GetComponent < PetComponent > ( ) ) ) {
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outBitStream . Write1 ( ) ; //ldf data
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RakNet : : BitStream settingStream ;
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int32_t numberOfValidKeys = m_Settings . size ( ) ;
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// Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior,
// so we need to filter out any keys that are not valid and fix the number of valid keys to be correct.
// TODO should make this more efficient so that we dont waste loops evaluating the same condition twice
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for ( LDFBaseData * data : m_Settings ) {
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if ( ! data | | data - > GetValueType ( ) = = eLDFType : : LDF_TYPE_UNKNOWN ) {
numberOfValidKeys - - ;
}
}
settingStream . Write < uint32_t > ( numberOfValidKeys ) ;
for ( LDFBaseData * data : m_Settings ) {
if ( data & & data - > GetValueType ( ) ! = eLDFType : : LDF_TYPE_UNKNOWN ) {
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data - > WriteToPacket ( settingStream ) ;
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}
}
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outBitStream . Write ( settingStream . GetNumberOfBytesUsed ( ) + 1 ) ;
outBitStream . Write < uint8_t > ( 0 ) ; //no compression used
outBitStream . Write ( settingStream ) ;
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} else if ( ! syncLDF . empty ( ) ) {
std : : vector < LDFBaseData * > ldfData ;
for ( const auto & data : syncLDF ) {
ldfData . push_back ( GetVarData ( data ) ) ;
}
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outBitStream . Write1 ( ) ; //ldf data
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RakNet : : BitStream settingStream ;
settingStream . Write < uint32_t > ( ldfData . size ( ) ) ;
for ( LDFBaseData * data : ldfData ) {
if ( data ) {
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data - > WriteToPacket ( settingStream ) ;
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}
}
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outBitStream . Write ( settingStream . GetNumberOfBytesUsed ( ) + 1 ) ;
outBitStream . Write < uint8_t > ( 0 ) ; //no compression used
outBitStream . Write ( settingStream ) ;
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} else {
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outBitStream . Write0 ( ) ; //No ldf data
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}
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TriggerComponent * triggerComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : TRIGGER , triggerComponent ) ) {
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// has trigger component, check to see if we have events to handle
auto * trigger = triggerComponent - > GetTrigger ( ) ;
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outBitStream . Write < bool > ( trigger & & trigger - > events . size ( ) > 0 ) ;
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} else { // no trigger componenet, so definitely no triggers
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outBitStream . Write0 ( ) ;
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}
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if ( m_ParentEntity ! = nullptr | | m_SpawnerID ! = 0 ) {
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outBitStream . Write1 ( ) ;
if ( m_ParentEntity ! = nullptr ) outBitStream . Write ( GeneralUtils : : SetBit ( m_ParentEntity - > GetObjectID ( ) , static_cast < uint32_t > ( eObjectBits : : CLIENT ) ) ) ;
else if ( m_Spawner ! = nullptr & & m_Spawner - > m_Info . isNetwork ) outBitStream . Write ( m_SpawnerID ) ;
else outBitStream . Write ( GeneralUtils : : SetBit ( m_SpawnerID , static_cast < uint32_t > ( eObjectBits : : CLIENT ) ) ) ;
} else outBitStream . Write0 ( ) ;
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outBitStream . Write ( m_HasSpawnerNodeID ) ;
if ( m_HasSpawnerNodeID ) outBitStream . Write ( m_SpawnerNodeID ) ;
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//outBitStream.Write0(); //Spawner node id
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if ( m_Scale = = 1.0f | | m_Scale = = 0.0f ) outBitStream . Write0 ( ) ;
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else {
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outBitStream . Write1 ( ) ;
outBitStream . Write ( m_Scale ) ;
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}
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outBitStream . Write0 ( ) ; //ObjectWorldState
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if ( m_GMLevel ! = eGameMasterLevel : : CIVILIAN ) {
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outBitStream . Write1 ( ) ;
outBitStream . Write ( m_GMLevel ) ;
} else outBitStream . Write0 ( ) ; //No GM Level
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}
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// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
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outBitStream . Write ( m_IsParentChildDirty | | packetType = = eReplicaPacketType : : CONSTRUCTION ) ;
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if ( m_IsParentChildDirty | | packetType = = eReplicaPacketType : : CONSTRUCTION ) {
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m_IsParentChildDirty = false ;
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outBitStream . Write ( m_ParentEntity ! = nullptr ) ;
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if ( m_ParentEntity ) {
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outBitStream . Write ( m_ParentEntity - > GetObjectID ( ) ) ;
outBitStream . Write0 ( ) ;
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}
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outBitStream . Write ( m_ChildEntities . size ( ) > 0 ) ;
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if ( m_ChildEntities . size ( ) > 0 ) {
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outBitStream . Write < uint16_t > ( m_ChildEntities . size ( ) ) ;
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for ( Entity * child : m_ChildEntities ) {
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outBitStream . Write < uint64_t > ( child - > GetObjectID ( ) ) ;
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}
}
}
}
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void Entity : : WriteComponents ( RakNet : : BitStream & outBitStream , eReplicaPacketType packetType ) {
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/**
* This has to be done in a specific order .
*/
bool destroyableSerialized = false ;
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bool bIsInitialUpdate = packetType = = eReplicaPacketType : : CONSTRUCTION ;
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PossessableComponent * possessableComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : POSSESSABLE , possessableComponent ) ) {
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possessableComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
ModuleAssemblyComponent * moduleAssemblyComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : MODULE_ASSEMBLY , moduleAssemblyComponent ) ) {
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moduleAssemblyComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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ControllablePhysicsComponent * controllablePhysicsComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : CONTROLLABLE_PHYSICS , controllablePhysicsComponent ) ) {
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controllablePhysicsComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
SimplePhysicsComponent * simplePhysicsComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SIMPLE_PHYSICS , simplePhysicsComponent ) ) {
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simplePhysicsComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
RigidbodyPhantomPhysicsComponent * rigidbodyPhantomPhysics ;
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if ( TryGetComponent ( eReplicaComponentType : : RIGID_BODY_PHANTOM_PHYSICS , rigidbodyPhantomPhysics ) ) {
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rigidbodyPhantomPhysics - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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HavokVehiclePhysicsComponent * havokVehiclePhysicsComponent ;
if ( TryGetComponent ( eReplicaComponentType : : HAVOK_VEHICLE_PHYSICS , havokVehiclePhysicsComponent ) ) {
havokVehiclePhysicsComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
PhantomPhysicsComponent * phantomPhysicsComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : PHANTOM_PHYSICS , phantomPhysicsComponent ) ) {
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phantomPhysicsComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
SoundTriggerComponent * soundTriggerComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SOUND_TRIGGER , soundTriggerComponent ) ) {
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soundTriggerComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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RacingSoundTriggerComponent * racingSoundTriggerComponent ;
if ( TryGetComponent ( eReplicaComponentType : : RACING_SOUND_TRIGGER , racingSoundTriggerComponent ) ) {
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racingSoundTriggerComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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BuffComponent * buffComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : BUFF , buffComponent ) ) {
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buffComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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DestroyableComponent * destroyableComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : DESTROYABLE , destroyableComponent ) ) {
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destroyableComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
destroyableSerialized = true ;
}
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CollectibleComponent * collectibleComponent ;
if ( TryGetComponent ( eReplicaComponentType : : COLLECTIBLE , collectibleComponent ) ) {
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DestroyableComponent * destroyableComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : DESTROYABLE , destroyableComponent ) & & ! destroyableSerialized ) {
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destroyableComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
destroyableSerialized = true ;
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collectibleComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
PetComponent * petComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : PET , petComponent ) ) {
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petComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
CharacterComponent * characterComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : CHARACTER , characterComponent ) ) {
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PossessorComponent * possessorComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : POSSESSOR , possessorComponent ) ) {
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possessorComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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} else {
// Should never happen, but just to be safe
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outBitStream . Write0 ( ) ;
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}
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LevelProgressionComponent * levelProgressionComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : LEVEL_PROGRESSION , levelProgressionComponent ) ) {
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levelProgressionComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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} else {
// Should never happen, but just to be safe
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outBitStream . Write0 ( ) ;
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}
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PlayerForcedMovementComponent * playerForcedMovementComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : PLAYER_FORCED_MOVEMENT , playerForcedMovementComponent ) ) {
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playerForcedMovementComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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} else {
// Should never happen, but just to be safe
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outBitStream . Write0 ( ) ;
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}
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characterComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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ItemComponent * itemComponent ;
if ( TryGetComponent ( eReplicaComponentType : : ITEM , itemComponent ) ) {
itemComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
InventoryComponent * inventoryComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : INVENTORY , inventoryComponent ) ) {
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inventoryComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
ScriptComponent * scriptComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SCRIPT , scriptComponent ) ) {
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scriptComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
SkillComponent * skillComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SKILL , skillComponent ) ) {
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skillComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
BaseCombatAIComponent * baseCombatAiComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : BASE_COMBAT_AI , baseCombatAiComponent ) ) {
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baseCombatAiComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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QuickBuildComponent * quickBuildComponent ;
if ( TryGetComponent ( eReplicaComponentType : : QUICK_BUILD , quickBuildComponent ) ) {
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DestroyableComponent * destroyableComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : DESTROYABLE , destroyableComponent ) & & ! destroyableSerialized ) {
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destroyableComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
destroyableSerialized = true ;
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quickBuildComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
MovingPlatformComponent * movingPlatformComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : MOVING_PLATFORM , movingPlatformComponent ) ) {
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movingPlatformComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
SwitchComponent * switchComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SWITCH , switchComponent ) ) {
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switchComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
VendorComponent * vendorComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : VENDOR , vendorComponent ) ) {
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vendorComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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DonationVendorComponent * donationVendorComponent ;
if ( TryGetComponent ( eReplicaComponentType : : DONATION_VENDOR , donationVendorComponent ) ) {
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donationVendorComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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AchievementVendorComponent * achievementVendorComponent ;
if ( TryGetComponent ( eReplicaComponentType : : ACHIEVEMENT_VENDOR , achievementVendorComponent ) ) {
achievementVendorComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
}
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BouncerComponent * bouncerComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : BOUNCER , bouncerComponent ) ) {
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bouncerComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
ScriptedActivityComponent * scriptedActivityComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SCRIPTED_ACTIVITY , scriptedActivityComponent ) ) {
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scriptedActivityComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
ShootingGalleryComponent * shootingGalleryComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : SHOOTING_GALLERY , shootingGalleryComponent ) ) {
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shootingGalleryComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
RacingControlComponent * racingControlComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : RACING_CONTROL , racingControlComponent ) ) {
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racingControlComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
LUPExhibitComponent * lupExhibitComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : LUP_EXHIBIT , lupExhibitComponent ) ) {
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lupExhibitComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
ModelComponent * modelComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : MODEL , modelComponent ) ) {
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modelComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
RenderComponent * renderComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : RENDER , renderComponent ) ) {
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renderComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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if ( modelComponent | | ! destroyableSerialized ) {
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DestroyableComponent * destroyableComponent ;
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if ( TryGetComponent ( eReplicaComponentType : : DESTROYABLE , destroyableComponent ) & & ! destroyableSerialized ) {
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destroyableComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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destroyableSerialized = true ;
}
}
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MiniGameControlComponent * miniGameControlComponent ;
if ( TryGetComponent ( eReplicaComponentType : : MINI_GAME_CONTROL , miniGameControlComponent ) ) {
miniGameControlComponent - > Serialize ( outBitStream , bIsInitialUpdate ) ;
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}
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// BBB Component, unused currently
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// Need to to write0 so that is serialized correctly
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// TODO: Implement BBB Component
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outBitStream . Write0 ( ) ;
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}
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void Entity : : UpdateXMLDoc ( tinyxml2 : : XMLDocument & doc ) {
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//This function should only ever be called from within Character, meaning doc should always exist when this is called.
//Naturally, we don't include any non-player components in this update function.
for ( const auto & pair : m_Components ) {
if ( pair . second = = nullptr ) continue ;
pair . second - > UpdateXml ( doc ) ;
}
}
void Entity : : Update ( const float deltaTime ) {
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uint32_t timerPosition ;
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for ( timerPosition = 0 ; timerPosition < m_Timers . size ( ) ; ) {
auto & timer = m_Timers [ timerPosition ] ;
timer . Update ( deltaTime ) ;
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
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// After: [0, 1, 3, ..., n]
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// timerPosition ^
if ( timer . GetTime ( ) < = 0 ) {
// Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation
auto timerName = timer . GetName ( ) ;
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m_Timers . erase ( m_Timers . begin ( ) + timerPosition ) ;
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GetScript ( ) - > OnTimerDone ( this , timerName ) ;
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TriggerEvent ( eTriggerEventType : : TIMER_DONE , this ) ;
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} else {
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// If the timer isnt expired, go to the next timer.
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timerPosition + + ;
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}
}
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for ( timerPosition = 0 ; timerPosition < m_CallbackTimers . size ( ) ; ) {
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
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// After: [0, 1, 3, ..., n]
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// timerPosition ^
auto & callbackTimer = m_CallbackTimers [ timerPosition ] ;
callbackTimer . Update ( deltaTime ) ;
if ( callbackTimer . GetTime ( ) < = 0 ) {
// Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation
auto callback = callbackTimer . GetCallback ( ) ;
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m_CallbackTimers . erase ( m_CallbackTimers . begin ( ) + timerPosition ) ;
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callback ( ) ;
} else {
timerPosition + + ;
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}
}
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// Add pending timers to the list of timers so they start next tick.
if ( ! m_PendingTimers . empty ( ) ) {
m_Timers . insert ( m_Timers . end ( ) , m_PendingTimers . begin ( ) , m_PendingTimers . end ( ) ) ;
m_PendingTimers . clear ( ) ;
}
if ( ! m_PendingCallbackTimers . empty ( ) ) {
m_CallbackTimers . insert ( m_CallbackTimers . end ( ) , m_PendingCallbackTimers . begin ( ) , m_PendingCallbackTimers . end ( ) ) ;
m_PendingCallbackTimers . clear ( ) ;
}
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if ( IsSleeping ( ) ) {
Sleep ( ) ;
return ;
} else {
Wake ( ) ;
}
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GetScript ( ) - > OnUpdate ( this ) ;
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for ( const auto & pair : m_Components ) {
if ( pair . second = = nullptr ) continue ;
pair . second - > Update ( deltaTime ) ;
}
if ( m_ShouldDestroyAfterUpdate ) {
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Game : : entityManager - > DestroyEntity ( this - > GetObjectID ( ) ) ;
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}
}
void Entity : : OnCollisionProximity ( LWOOBJID otherEntity , const std : : string & proxName , const std : : string & status ) {
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Entity * other = Game : : entityManager - > GetEntity ( otherEntity ) ;
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if ( ! other ) return ;
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GetScript ( ) - > OnProximityUpdate ( this , other , proxName , status ) ;
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RocketLaunchpadControlComponent * rocketComp = GetComponent < RocketLaunchpadControlComponent > ( ) ;
if ( ! rocketComp ) return ;
rocketComp - > OnProximityUpdate ( other , proxName , status ) ;
}
void Entity : : OnCollisionPhantom ( const LWOOBJID otherEntity ) {
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auto * other = Game : : entityManager - > GetEntity ( otherEntity ) ;
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if ( ! other ) return ;
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GetScript ( ) - > OnCollisionPhantom ( this , other ) ;
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for ( const auto & callback : m_PhantomCollisionCallbacks ) {
callback ( other ) ;
}
SwitchComponent * switchComp = GetComponent < SwitchComponent > ( ) ;
if ( switchComp ) {
switchComp - > EntityEnter ( other ) ;
}
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TriggerEvent ( eTriggerEventType : : ENTER , other ) ;
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// POI system
const auto & poi = GetVar < std : : u16string > ( u " POI " ) ;
if ( ! poi . empty ( ) ) {
auto * missionComponent = other - > GetComponent < MissionComponent > ( ) ;
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if ( missionComponent ! = nullptr ) {
missionComponent - > Progress ( eMissionTaskType : : EXPLORE , 0 , 0 , GeneralUtils : : UTF16ToWTF8 ( poi ) ) ;
}
}
if ( ! other - > GetIsDead ( ) ) {
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if ( GetComponent < BaseCombatAIComponent > ( ) ! = nullptr ) {
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const auto index = std : : find ( m_TargetsInPhantom . begin ( ) , m_TargetsInPhantom . end ( ) , otherEntity ) ;
if ( index ! = m_TargetsInPhantom . end ( ) ) return ;
m_TargetsInPhantom . push_back ( otherEntity ) ;
}
}
}
void Entity : : OnCollisionLeavePhantom ( const LWOOBJID otherEntity ) {
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auto * other = Game : : entityManager - > GetEntity ( otherEntity ) ;
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if ( ! other ) return ;
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GetScript ( ) - > OnOffCollisionPhantom ( this , other ) ;
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TriggerEvent ( eTriggerEventType : : EXIT , other ) ;
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SwitchComponent * switchComp = GetComponent < SwitchComponent > ( ) ;
if ( switchComp ) {
switchComp - > EntityLeave ( other ) ;
}
const auto index = std : : find ( m_TargetsInPhantom . begin ( ) , m_TargetsInPhantom . end ( ) , otherEntity ) ;
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if ( index = = m_TargetsInPhantom . end ( ) ) return ;
m_TargetsInPhantom . erase ( index ) ;
}
void Entity : : OnFireEventServerSide ( Entity * sender , std : : string args , int32_t param1 , int32_t param2 , int32_t param3 ) {
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GetScript ( ) - > OnFireEventServerSide ( this , sender , args , param1 , param2 , param3 ) ;
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}
void Entity : : OnActivityStateChangeRequest ( LWOOBJID senderID , int32_t value1 , int32_t value2 , const std : : u16string & stringValue ) {
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GetScript ( ) - > OnActivityStateChangeRequest ( this , senderID , value1 , value2 , stringValue ) ;
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}
void Entity : : OnCinematicUpdate ( Entity * self , Entity * sender , eCinematicEvent event , const std : : u16string & pathName ,
float_t pathTime , float_t totalTime , int32_t waypoint ) {
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GetScript ( ) - > OnCinematicUpdate ( self , sender , event , pathName , pathTime , totalTime , waypoint ) ;
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}
void Entity : : NotifyObject ( Entity * sender , const std : : string & name , int32_t param1 , int32_t param2 ) {
GameMessages : : SendNotifyObject ( GetObjectID ( ) , sender - > GetObjectID ( ) , GeneralUtils : : ASCIIToUTF16 ( name ) , UNASSIGNED_SYSTEM_ADDRESS ) ;
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GetScript ( ) - > OnNotifyObject ( this , sender , name , param1 , param2 ) ;
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}
void Entity : : OnEmoteReceived ( const int32_t emote , Entity * target ) {
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GetScript ( ) - > OnEmoteReceived ( this , emote , target ) ;
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}
void Entity : : OnUse ( Entity * originator ) {
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TriggerEvent ( eTriggerEventType : : INTERACT , originator ) ;
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GetScript ( ) - > OnUse ( this , originator ) ;
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for ( const auto & pair : m_Components ) {
if ( pair . second = = nullptr ) continue ;
pair . second - > OnUse ( originator ) ;
}
}
void Entity : : OnHitOrHealResult ( Entity * attacker , int32_t damage ) {
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GetScript ( ) - > OnHitOrHealResult ( this , attacker , damage ) ;
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}
void Entity : : OnHit ( Entity * attacker ) {
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TriggerEvent ( eTriggerEventType : : HIT , attacker ) ;
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GetScript ( ) - > OnHit ( this , attacker ) ;
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}
void Entity : : OnZonePropertyEditBegin ( ) {
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GetScript ( ) - > OnZonePropertyEditBegin ( this ) ;
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}
void Entity : : OnZonePropertyEditEnd ( ) {
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GetScript ( ) - > OnZonePropertyEditEnd ( this ) ;
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}
void Entity : : OnZonePropertyModelEquipped ( ) {
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GetScript ( ) - > OnZonePropertyModelEquipped ( this ) ;
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}
void Entity : : OnZonePropertyModelPlaced ( Entity * player ) {
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GetScript ( ) - > OnZonePropertyModelPlaced ( this , player ) ;
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}
void Entity : : OnZonePropertyModelPickedUp ( Entity * player ) {
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GetScript ( ) - > OnZonePropertyModelPickedUp ( this , player ) ;
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}
void Entity : : OnZonePropertyModelRemoved ( Entity * player ) {
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GetScript ( ) - > OnZonePropertyModelRemoved ( this , player ) ;
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}
void Entity : : OnZonePropertyModelRemovedWhileEquipped ( Entity * player ) {
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GetScript ( ) - > OnZonePropertyModelRemovedWhileEquipped ( this , player ) ;
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}
void Entity : : OnZonePropertyModelRotated ( Entity * player ) {
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GetScript ( ) - > OnZonePropertyModelRotated ( this , player ) ;
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}
void Entity : : OnMessageBoxResponse ( Entity * sender , int32_t button , const std : : u16string & identifier , const std : : u16string & userData ) {
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GetScript ( ) - > OnMessageBoxResponse ( this , sender , button , identifier , userData ) ;
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}
void Entity : : OnChoiceBoxResponse ( Entity * sender , int32_t button , const std : : u16string & buttonIdentifier , const std : : u16string & identifier ) {
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GetScript ( ) - > OnChoiceBoxResponse ( this , sender , button , buttonIdentifier , identifier ) ;
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}
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void Entity : : RequestActivityExit ( Entity * sender , LWOOBJID player , bool canceled ) {
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GetScript ( ) - > OnRequestActivityExit ( sender , player , canceled ) ;
}
CppScripts : : Script * const Entity : : GetScript ( ) {
auto * scriptComponent = GetComponent < ScriptComponent > ( ) ;
auto * script = scriptComponent ? scriptComponent - > GetScript ( ) : CppScripts : : GetInvalidScript ( ) ;
DluAssert ( script ! = nullptr ) ;
return script ;
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}
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void Entity : : Smash ( const LWOOBJID source , const eKillType killType , const std : : u16string & deathType ) {
if ( ! m_PlayerIsReadyForUpdates ) return ;
auto * destroyableComponent = GetComponent < DestroyableComponent > ( ) ;
if ( destroyableComponent = = nullptr ) {
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Kill ( Game : : entityManager - > GetEntity ( source ) ) ;
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return ;
}
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auto * possessorComponent = GetComponent < PossessorComponent > ( ) ;
if ( possessorComponent ) {
if ( possessorComponent - > GetPossessable ( ) ! = LWOOBJID_EMPTY ) {
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auto * mount = Game : : entityManager - > GetEntity ( possessorComponent - > GetPossessable ( ) ) ;
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if ( mount ) possessorComponent - > Dismount ( mount , true ) ;
}
}
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destroyableComponent - > Smash ( source , killType , deathType ) ;
}
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void Entity : : Kill ( Entity * murderer , const eKillType killType ) {
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if ( ! m_PlayerIsReadyForUpdates ) return ;
for ( const auto & cb : m_DieCallbacks ) {
cb ( ) ;
}
m_DieCallbacks . clear ( ) ;
//OMAI WA MOU, SHINDERIU
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GetScript ( ) - > OnDie ( this , murderer ) ;
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if ( m_Spawner ! = nullptr ) {
m_Spawner - > NotifyOfEntityDeath ( m_ObjectID ) ;
}
if ( ! IsPlayer ( ) ) {
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auto * destroyableComponent = GetComponent < DestroyableComponent > ( ) ;
bool waitForDeathAnimation = false ;
if ( destroyableComponent ) {
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waitForDeathAnimation = destroyableComponent - > GetDeathBehavior ( ) = = 0 & & killType ! = eKillType : : SILENT ;
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}
// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
constexpr float DelayDeathTime = 12.0f ;
if ( waitForDeathAnimation ) AddCallbackTimer ( DelayDeathTime , [ this ] ( ) { Game : : entityManager - > DestroyEntity ( this ) ; } ) ;
else Game : : entityManager - > DestroyEntity ( this ) ;
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}
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const auto & grpNameQBShowBricks = GetVar < std : : string > ( u " grpNameQBShowBricks " ) ;
if ( ! grpNameQBShowBricks . empty ( ) ) {
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auto spawners = Game : : zoneManager - > GetSpawnersByName ( grpNameQBShowBricks ) ;
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Spawner * spawner = nullptr ;
if ( ! spawners . empty ( ) ) {
spawner = spawners [ 0 ] ;
} else {
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spawners = Game : : zoneManager - > GetSpawnersInGroup ( grpNameQBShowBricks ) ;
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if ( ! spawners . empty ( ) ) {
spawner = spawners [ 0 ] ;
}
}
if ( spawner ! = nullptr ) {
spawner - > Spawn ( ) ;
}
}
// Track a player being smashed
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( characterComponent ! = nullptr ) {
characterComponent - > UpdatePlayerStatistic ( TimesSmashed ) ;
}
// Track a player smashing something else
if ( murderer ! = nullptr ) {
auto * murdererCharacterComponent = murderer - > GetComponent < CharacterComponent > ( ) ;
if ( murdererCharacterComponent ! = nullptr ) {
murdererCharacterComponent - > UpdatePlayerStatistic ( SmashablesSmashed ) ;
}
}
}
void Entity : : AddDieCallback ( const std : : function < void ( ) > & callback ) {
m_DieCallbacks . push_back ( callback ) ;
}
void Entity : : AddCollisionPhantomCallback ( const std : : function < void ( Entity * target ) > & callback ) {
m_PhantomCollisionCallbacks . push_back ( callback ) ;
}
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void Entity : : AddQuickBuildCompleteCallback ( const std : : function < void ( Entity * user ) > & callback ) const {
auto * quickBuildComponent = GetComponent < QuickBuildComponent > ( ) ;
if ( quickBuildComponent ! = nullptr ) {
quickBuildComponent - > AddQuickBuildCompleteCallback ( callback ) ;
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}
}
bool Entity : : GetIsDead ( ) const {
DestroyableComponent * dest = GetComponent < DestroyableComponent > ( ) ;
if ( dest & & dest - > GetArmor ( ) = = 0 & & dest - > GetHealth ( ) = = 0 ) return true ;
return false ;
}
void Entity : : AddLootItem ( const Loot : : Info & info ) {
if ( ! IsPlayer ( ) ) return ;
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auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( ! characterComponent ) return ;
auto & droppedLoot = characterComponent - > GetDroppedLoot ( ) ;
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droppedLoot . insert ( std : : make_pair ( info . id , info ) ) ;
}
void Entity : : PickupItem ( const LWOOBJID & objectID ) {
if ( ! IsPlayer ( ) ) return ;
InventoryComponent * inv = GetComponent < InventoryComponent > ( ) ;
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auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( ! inv | | ! characterComponent ) return ;
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CDObjectsTable * objectsTable = CDClientManager : : GetTable < CDObjectsTable > ( ) ;
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auto & droppedLoot = characterComponent - > GetDroppedLoot ( ) ;
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for ( const auto & p : droppedLoot ) {
if ( p . first = = objectID ) {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( characterComponent ! = nullptr ) {
characterComponent - > TrackLOTCollection ( p . second . lot ) ;
}
const CDObjects & object = objectsTable - > GetByID ( p . second . lot ) ;
if ( object . id ! = 0 & & object . type = = " Powerup " ) {
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CDObjectSkillsTable * skillsTable = CDClientManager : : GetTable < CDObjectSkillsTable > ( ) ;
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std : : vector < CDObjectSkills > skills = skillsTable - > Query ( [ = ] ( CDObjectSkills entry ) { return ( entry . objectTemplate = = p . second . lot ) ; } ) ;
for ( CDObjectSkills skill : skills ) {
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CDSkillBehaviorTable * skillBehTable = CDClientManager : : GetTable < CDSkillBehaviorTable > ( ) ;
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auto * skillComponent = GetComponent < SkillComponent > ( ) ;
if ( skillComponent ) skillComponent - > CastSkill ( skill . skillID , GetObjectID ( ) , GetObjectID ( ) ) ;
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auto * missionComponent = GetComponent < MissionComponent > ( ) ;
if ( missionComponent ! = nullptr ) {
missionComponent - > Progress ( eMissionTaskType : : POWERUP , skill . skillID ) ;
}
}
} else {
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inv - > AddItem ( p . second . lot , p . second . count , eLootSourceType : : PICKUP , eInventoryType : : INVALID , { } , LWOOBJID_EMPTY , true , false , LWOOBJID_EMPTY , eInventoryType : : INVALID , 1 ) ;
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}
}
}
droppedLoot . erase ( objectID ) ;
}
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bool Entity : : CanPickupCoins ( uint64_t count ) {
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if ( ! IsPlayer ( ) ) return false ;
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auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( ! characterComponent ) return false ;
auto droppedCoins = characterComponent - > GetDroppedCoins ( ) ;
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if ( count > droppedCoins ) {
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return false ;
} else {
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characterComponent - > SetDroppedCoins ( droppedCoins - count ) ;
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return true ;
}
}
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void Entity : : RegisterCoinDrop ( uint64_t count ) {
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if ( ! IsPlayer ( ) ) return ;
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auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( ! characterComponent ) return ;
auto droppedCoins = characterComponent - > GetDroppedCoins ( ) ;
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droppedCoins + = count ;
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characterComponent - > SetDroppedCoins ( droppedCoins ) ;
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}
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void Entity : : AddChild ( Entity * child ) {
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m_IsParentChildDirty = true ;
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m_ChildEntities . push_back ( child ) ;
}
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void Entity : : RemoveChild ( Entity * child ) {
if ( ! child ) return ;
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uint32_t entityPosition = 0 ;
while ( entityPosition < m_ChildEntities . size ( ) ) {
if ( ! m_ChildEntities [ entityPosition ] | | ( m_ChildEntities [ entityPosition ] ) - > GetObjectID ( ) = = child - > GetObjectID ( ) ) {
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m_IsParentChildDirty = true ;
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m_ChildEntities . erase ( m_ChildEntities . begin ( ) + entityPosition ) ;
} else {
entityPosition + + ;
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}
}
}
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void Entity : : RemoveParent ( ) {
this - > m_ParentEntity = nullptr ;
}
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void Entity : : AddTimer ( std : : string name , float time ) {
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m_PendingTimers . emplace_back ( name , time ) ;
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}
void Entity : : AddCallbackTimer ( float time , std : : function < void ( ) > callback ) {
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m_PendingCallbackTimers . emplace_back ( time , callback ) ;
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}
bool Entity : : HasTimer ( const std : : string & name ) {
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return std : : find ( m_Timers . begin ( ) , m_Timers . end ( ) , name ) ! = m_Timers . end ( ) ;
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}
void Entity : : CancelCallbackTimers ( ) {
m_CallbackTimers . clear ( ) ;
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m_PendingCallbackTimers . clear ( ) ;
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}
void Entity : : ScheduleKillAfterUpdate ( Entity * murderer ) {
//if (m_Info.spawner) m_Info.spawner->ScheduleKill(this);
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Game : : entityManager - > ScheduleForKill ( this ) ;
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if ( murderer ) m_ScheduleKiller = murderer ;
}
void Entity : : CancelTimer ( const std : : string & name ) {
for ( int i = 0 ; i < m_Timers . size ( ) ; i + + ) {
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auto & timer = m_Timers [ i ] ;
if ( timer = = name ) {
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m_Timers . erase ( m_Timers . begin ( ) + i ) ;
return ;
}
}
}
void Entity : : CancelAllTimers ( ) {
m_Timers . clear ( ) ;
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m_PendingTimers . clear ( ) ;
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m_CallbackTimers . clear ( ) ;
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m_PendingCallbackTimers . clear ( ) ;
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}
bool Entity : : IsPlayer ( ) const {
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return m_TemplateID = = 1 & & GetSystemAddress ( ) ! = UNASSIGNED_SYSTEM_ADDRESS ;
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}
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void Entity : : TriggerEvent ( eTriggerEventType event , Entity * optionalTarget ) {
auto * triggerComponent = GetComponent < TriggerComponent > ( ) ;
if ( triggerComponent ) triggerComponent - > TriggerEvent ( event , optionalTarget ) ;
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}
Entity * Entity : : GetOwner ( ) const {
if ( m_OwnerOverride ! = LWOOBJID_EMPTY ) {
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auto * other = Game : : entityManager - > GetEntity ( m_OwnerOverride ) ;
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if ( other ! = nullptr ) {
return other - > GetOwner ( ) ;
}
}
return const_cast < Entity * > ( this ) ;
}
const NiPoint3 & Entity : : GetDefaultPosition ( ) const {
return m_DefaultPosition ;
}
const NiQuaternion & Entity : : GetDefaultRotation ( ) const {
return m_DefaultRotation ;
}
float Entity : : GetDefaultScale ( ) const {
return m_Scale ;
}
void Entity : : SetOwnerOverride ( const LWOOBJID value ) {
m_OwnerOverride = value ;
}
bool Entity : : GetIsGhostingCandidate ( ) const {
return m_IsGhostingCandidate ;
}
int8_t Entity : : GetObservers ( ) const {
return m_Observers ;
}
void Entity : : SetObservers ( int8_t value ) {
if ( value < 0 ) {
value = 0 ;
}
m_Observers = value ;
}
void Entity : : Sleep ( ) {
auto * baseCombatAIComponent = GetComponent < BaseCombatAIComponent > ( ) ;
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if ( baseCombatAIComponent ! = nullptr ) {
baseCombatAIComponent - > Sleep ( ) ;
}
}
void Entity : : Wake ( ) {
auto * baseCombatAIComponent = GetComponent < BaseCombatAIComponent > ( ) ;
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if ( baseCombatAIComponent ! = nullptr ) {
baseCombatAIComponent - > Wake ( ) ;
}
}
bool Entity : : IsSleeping ( ) const {
return m_IsGhostingCandidate & & m_Observers = = 0 ;
}
const NiPoint3 & Entity : : GetPosition ( ) const {
auto * controllable = GetComponent < ControllablePhysicsComponent > ( ) ;
if ( controllable ! = nullptr ) {
return controllable - > GetPosition ( ) ;
}
auto * phantom = GetComponent < PhantomPhysicsComponent > ( ) ;
if ( phantom ! = nullptr ) {
return phantom - > GetPosition ( ) ;
}
auto * simple = GetComponent < SimplePhysicsComponent > ( ) ;
if ( simple ! = nullptr ) {
return simple - > GetPosition ( ) ;
}
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auto * vehicel = GetComponent < HavokVehiclePhysicsComponent > ( ) ;
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if ( vehicel ! = nullptr ) {
return vehicel - > GetPosition ( ) ;
}
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return NiPoint3Constant : : ZERO ;
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}
const NiQuaternion & Entity : : GetRotation ( ) const {
auto * controllable = GetComponent < ControllablePhysicsComponent > ( ) ;
if ( controllable ! = nullptr ) {
return controllable - > GetRotation ( ) ;
}
auto * phantom = GetComponent < PhantomPhysicsComponent > ( ) ;
if ( phantom ! = nullptr ) {
return phantom - > GetRotation ( ) ;
}
auto * simple = GetComponent < SimplePhysicsComponent > ( ) ;
if ( simple ! = nullptr ) {
return simple - > GetRotation ( ) ;
}
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auto * vehicel = GetComponent < HavokVehiclePhysicsComponent > ( ) ;
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if ( vehicel ! = nullptr ) {
return vehicel - > GetRotation ( ) ;
}
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return NiQuaternionConstant : : IDENTITY ;
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}
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void Entity : : SetPosition ( const NiPoint3 & position ) {
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auto * controllable = GetComponent < ControllablePhysicsComponent > ( ) ;
if ( controllable ! = nullptr ) {
controllable - > SetPosition ( position ) ;
}
auto * phantom = GetComponent < PhantomPhysicsComponent > ( ) ;
if ( phantom ! = nullptr ) {
phantom - > SetPosition ( position ) ;
}
auto * simple = GetComponent < SimplePhysicsComponent > ( ) ;
if ( simple ! = nullptr ) {
simple - > SetPosition ( position ) ;
}
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auto * vehicel = GetComponent < HavokVehiclePhysicsComponent > ( ) ;
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if ( vehicel ! = nullptr ) {
vehicel - > SetPosition ( position ) ;
}
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Game : : entityManager - > SerializeEntity ( this ) ;
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}
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void Entity : : SetRotation ( const NiQuaternion & rotation ) {
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auto * controllable = GetComponent < ControllablePhysicsComponent > ( ) ;
if ( controllable ! = nullptr ) {
controllable - > SetRotation ( rotation ) ;
}
auto * phantom = GetComponent < PhantomPhysicsComponent > ( ) ;
if ( phantom ! = nullptr ) {
phantom - > SetRotation ( rotation ) ;
}
auto * simple = GetComponent < SimplePhysicsComponent > ( ) ;
if ( simple ! = nullptr ) {
simple - > SetRotation ( rotation ) ;
}
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auto * vehicel = GetComponent < HavokVehiclePhysicsComponent > ( ) ;
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if ( vehicel ! = nullptr ) {
vehicel - > SetRotation ( rotation ) ;
}
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Game : : entityManager - > SerializeEntity ( this ) ;
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}
bool Entity : : GetBoolean ( const std : : u16string & name ) const {
return GetVar < bool > ( name ) ;
}
int32_t Entity : : GetI32 ( const std : : u16string & name ) const {
return GetVar < int32_t > ( name ) ;
}
int64_t Entity : : GetI64 ( const std : : u16string & name ) const {
return GetVar < int64_t > ( name ) ;
}
void Entity : : SetBoolean ( const std : : u16string & name , const bool value ) {
SetVar ( name , value ) ;
}
void Entity : : SetI32 ( const std : : u16string & name , const int32_t value ) {
SetVar ( name , value ) ;
}
void Entity : : SetI64 ( const std : : u16string & name , const int64_t value ) {
SetVar ( name , value ) ;
}
bool Entity : : HasVar ( const std : : u16string & name ) const {
for ( auto * data : m_Settings ) {
if ( data - > GetKey ( ) = = name ) {
return true ;
}
}
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return false ;
}
uint16_t Entity : : GetNetworkId ( ) const {
return m_NetworkID ;
}
void Entity : : SetNetworkId ( const uint16_t id ) {
m_NetworkID = id ;
}
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std : : vector < LWOOBJID > Entity : : GetTargetsInPhantom ( ) {
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// Clean up invalid targets, like disconnected players
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m_TargetsInPhantom . erase ( std : : remove_if ( m_TargetsInPhantom . begin ( ) , m_TargetsInPhantom . end ( ) , [ ] ( const LWOOBJID id ) {
return ! Game : : entityManager - > GetEntity ( id ) ;
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} ) , m_TargetsInPhantom . end ( ) ) ;
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std : : vector < LWOOBJID > enemies ;
for ( const auto id : m_TargetsInPhantom ) {
auto * combat = GetComponent < BaseCombatAIComponent > ( ) ;
if ( ! combat | | ! combat - > IsEnemy ( id ) ) continue ;
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enemies . push_back ( id ) ;
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}
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return enemies ;
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}
void Entity : : SendNetworkVar ( const std : : string & data , const SystemAddress & sysAddr ) {
GameMessages : : SendSetNetworkScriptVar ( this , sysAddr , data ) ;
}
LDFBaseData * Entity : : GetVarData ( const std : : u16string & name ) const {
for ( auto * data : m_Settings ) {
if ( data = = nullptr ) {
continue ;
}
if ( data - > GetKey ( ) ! = name ) {
continue ;
}
return data ;
}
return nullptr ;
}
std : : string Entity : : GetVarAsString ( const std : : u16string & name ) const {
auto * data = GetVarData ( name ) ;
if ( data = = nullptr ) {
return " " ;
}
return data - > GetValueAsString ( ) ;
}
void Entity : : Resurrect ( ) {
if ( IsPlayer ( ) ) {
GameMessages : : SendResurrect ( this ) ;
}
}
void Entity : : AddToGroup ( const std : : string & group ) {
if ( std : : find ( m_Groups . begin ( ) , m_Groups . end ( ) , group ) = = m_Groups . end ( ) ) {
m_Groups . push_back ( group ) ;
}
}
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void Entity : : RetroactiveVaultSize ( ) {
auto inventoryComponent = GetComponent < InventoryComponent > ( ) ;
if ( ! inventoryComponent ) return ;
auto itemsVault = inventoryComponent - > GetInventory ( eInventoryType : : VAULT_ITEMS ) ;
auto modelVault = inventoryComponent - > GetInventory ( eInventoryType : : VAULT_MODELS ) ;
if ( itemsVault - > GetSize ( ) = = modelVault - > GetSize ( ) ) return ;
modelVault - > SetSize ( itemsVault - > GetSize ( ) ) ;
}
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uint8_t Entity : : GetCollectibleID ( ) const {
auto * collectible = GetComponent < CollectibleComponent > ( ) ;
return collectible ? collectible - > GetCollectibleId ( ) : 0 ;
}
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void Entity : : ProcessPositionUpdate ( PositionUpdate & update ) {
if ( ! IsPlayer ( ) ) return ;
auto * controllablePhysicsComponent = GetComponent < ControllablePhysicsComponent > ( ) ;
if ( ! controllablePhysicsComponent ) return ;
auto * possessorComponent = GetComponent < PossessorComponent > ( ) ;
bool updateChar = true ;
if ( possessorComponent ) {
auto * possassableEntity = Game : : entityManager - > GetEntity ( possessorComponent - > GetPossessable ( ) ) ;
if ( possassableEntity ) {
auto * possessableComponent = possassableEntity - > GetComponent < PossessableComponent > ( ) ;
// While possessing something, only update char if we are attached to the thing we are possessing
updateChar = possessableComponent & & possessableComponent - > GetPossessionType ( ) = = ePossessionType : : ATTACHED_VISIBLE ;
auto * havokVehiclePhysicsComponent = possassableEntity - > GetComponent < HavokVehiclePhysicsComponent > ( ) ;
if ( havokVehiclePhysicsComponent ) {
havokVehiclePhysicsComponent - > SetPosition ( update . position ) ;
havokVehiclePhysicsComponent - > SetRotation ( update . rotation ) ;
havokVehiclePhysicsComponent - > SetIsOnGround ( update . onGround ) ;
havokVehiclePhysicsComponent - > SetIsOnRail ( update . onRail ) ;
havokVehiclePhysicsComponent - > SetVelocity ( update . velocity ) ;
havokVehiclePhysicsComponent - > SetAngularVelocity ( update . angularVelocity ) ;
havokVehiclePhysicsComponent - > SetRemoteInputInfo ( update . remoteInputInfo ) ;
} else {
// Need to get the mount's controllable physics
auto * possessedControllablePhysicsComponent = possassableEntity - > GetComponent < ControllablePhysicsComponent > ( ) ;
if ( ! possessedControllablePhysicsComponent ) return ;
possessedControllablePhysicsComponent - > SetPosition ( update . position ) ;
possessedControllablePhysicsComponent - > SetRotation ( update . rotation ) ;
possessedControllablePhysicsComponent - > SetIsOnGround ( update . onGround ) ;
possessedControllablePhysicsComponent - > SetIsOnRail ( update . onRail ) ;
possessedControllablePhysicsComponent - > SetVelocity ( update . velocity ) ;
possessedControllablePhysicsComponent - > SetAngularVelocity ( update . angularVelocity ) ;
}
Game : : entityManager - > SerializeEntity ( possassableEntity ) ;
}
}
if ( ! updateChar ) {
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update . velocity = NiPoint3Constant : : ZERO ;
update . angularVelocity = NiPoint3Constant : : ZERO ;
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}
// Handle statistics
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( characterComponent ) {
characterComponent - > TrackPositionUpdate ( update . position ) ;
}
controllablePhysicsComponent - > SetPosition ( update . position ) ;
controllablePhysicsComponent - > SetRotation ( update . rotation ) ;
controllablePhysicsComponent - > SetIsOnGround ( update . onGround ) ;
controllablePhysicsComponent - > SetIsOnRail ( update . onRail ) ;
controllablePhysicsComponent - > SetVelocity ( update . velocity ) ;
controllablePhysicsComponent - > SetAngularVelocity ( update . angularVelocity ) ;
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auto * ghostComponent = GetComponent < GhostComponent > ( ) ;
if ( ghostComponent ) ghostComponent - > SetGhostReferencePoint ( update . position ) ;
Game : : entityManager - > QueueGhostUpdate ( GetObjectID ( ) ) ;
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if ( updateChar ) Game : : entityManager - > SerializeEntity ( this ) ;
}
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const SystemAddress & Entity : : GetSystemAddress ( ) const {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
return characterComponent ? characterComponent - > GetSystemAddress ( ) : UNASSIGNED_SYSTEM_ADDRESS ;
}
const NiPoint3 & Entity : : GetRespawnPosition ( ) const {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
return characterComponent ? characterComponent - > GetRespawnPosition ( ) : NiPoint3Constant : : ZERO ;
}
const NiQuaternion & Entity : : GetRespawnRotation ( ) const {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
return characterComponent ? characterComponent - > GetRespawnRotation ( ) : NiQuaternionConstant : : IDENTITY ;
}
void Entity : : SetRespawnPos ( const NiPoint3 & position ) {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( characterComponent ) characterComponent - > SetRespawnPos ( position ) ;
}
void Entity : : SetRespawnRot ( const NiQuaternion & rotation ) {
auto * characterComponent = GetComponent < CharacterComponent > ( ) ;
if ( characterComponent ) characterComponent - > SetRespawnRot ( rotation ) ;
}