Merge remote-tracking branch 'upstream/main' into first-draft-leaderboard-re-write

This commit is contained in:
David Markowitz 2023-06-21 21:48:22 -07:00
commit 45256a0338
14 changed files with 117 additions and 53 deletions

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@ -386,8 +386,8 @@ void Entity::Initialize() {
comp->SetMaxCoins(currencyValues[0].maxvalue); comp->SetMaxCoins(currencyValues[0].maxvalue);
} }
// extraInfo overrides // extraInfo overrides. Client ORs the database smashable and the luz smashable.
comp->SetIsSmashable(GetVarAs<int32_t>(u"is_smashable") != 0); comp->SetIsSmashable(comp->GetIsSmashable() | (GetVarAs<int32_t>(u"is_smashable") != 0));
} }
} else { } else {
comp->SetHealth(1); comp->SetHealth(1);
@ -1827,8 +1827,6 @@ bool Entity::IsSleeping() const {
const NiPoint3& Entity::GetPosition() const { const NiPoint3& Entity::GetPosition() const {
if (!this) return NiPoint3::ZERO;
auto* controllable = GetComponent<ControllablePhysicsComponent>(); auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) { if (controllable != nullptr) {

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@ -51,7 +51,7 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_IsGMImmune = false; m_IsGMImmune = false;
m_IsShielded = false; m_IsShielded = false;
m_DamageToAbsorb = 0; m_DamageToAbsorb = 0;
m_HasBricks = false; m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
m_DirtyThreatList = false; m_DirtyThreatList = false;
m_HasThreats = false; m_HasThreats = false;
m_ExplodeFactor = 1.0f; m_ExplodeFactor = 1.0f;
@ -163,7 +163,7 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
outBitStream->Write(m_IsSmashed); outBitStream->Write(m_IsSmashed);
if (m_IsSmashable) { if (m_IsSmashable) {
outBitStream->Write(m_HasBricks); outBitStream->Write(m_IsModuleAssembly);
outBitStream->Write(m_ExplodeFactor != 1.0f); outBitStream->Write(m_ExplodeFactor != 1.0f);
if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor); if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
} }

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@ -239,7 +239,7 @@ public:
* Returns whether or not this entity has bricks flying out when smashed * Returns whether or not this entity has bricks flying out when smashed
* @return whether or not this entity has bricks flying out when smashed * @return whether or not this entity has bricks flying out when smashed
*/ */
bool GetHasBricks() const { return m_HasBricks; } bool GetHasBricks() const { return m_IsModuleAssembly; }
/** /**
* Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed * Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
@ -546,7 +546,7 @@ private:
/** /**
* Whether this entity has bricks flying out when smashed (causes the client to look up the files) * Whether this entity has bricks flying out when smashed (causes the client to look up the files)
*/ */
bool m_HasBricks; bool m_IsModuleAssembly;
/** /**
* The rate at which bricks fly out when smashed * The rate at which bricks fly out when smashed

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@ -38,7 +38,7 @@
#include "CDObjectSkillsTable.h" #include "CDObjectSkillsTable.h"
#include "CDSkillBehaviorTable.h" #include "CDSkillBehaviorTable.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) { InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
this->m_Dirty = true; this->m_Dirty = true;
this->m_Equipped = {}; this->m_Equipped = {};
this->m_Pushed = {}; this->m_Pushed = {};
@ -830,14 +830,22 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
const auto position = m_Parent->GetPosition(); const auto position = m_Parent->GetPosition();
for (auto* lauchPad : rocketLauchPads) { for (auto* launchPad : rocketLauchPads) {
if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue; if (!launchPad) continue;
auto prereq = launchPad->GetVarAsString(u"rocketLaunchPreCondition");
if (!prereq.empty()) {
PreconditionExpression expression(prereq);
if (!expression.Check(m_Parent)) continue;
}
if (Vector3::DistanceSquared(launchPad->GetPosition(), position) > 13 * 13) continue;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>(); auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId()); if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
lauchPad->OnUse(m_Parent); launchPad->OnUse(m_Parent);
break; break;
} }
@ -1002,7 +1010,6 @@ void InventoryComponent::HandlePossession(Item* item) {
// Setup the destroyable stats // Setup the destroyable stats
auto* destroyableComponent = mount->GetComponent<DestroyableComponent>(); auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
if (destroyableComponent) { if (destroyableComponent) {
destroyableComponent->SetIsSmashable(false);
destroyableComponent->SetIsImmune(true); destroyableComponent->SetIsImmune(true);
} }

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@ -125,8 +125,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Make sure the player is at the correct position. // Make sure the player is at the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition, GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true, startRotation, player->GetSystemAddress(), true);
true);
// Spawn the vehicle entity. // Spawn the vehicle entity.
@ -244,11 +243,9 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Make sure everything has the correct position. // Make sure everything has the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition, GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true, startRotation, player->GetSystemAddress(), true);
true);
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true, startRotation, player->GetSystemAddress(), true);
true);
} }
void RacingControlComponent::OnRacingClientReady(Entity* player) { void RacingControlComponent::OnRacingClientReady(Entity* player) {
@ -633,7 +630,7 @@ void RacingControlComponent::Update(float deltaTime) {
GameMessages::SendTeleport( GameMessages::SendTeleport(
player.playerID, player.respawnPosition, player.playerID, player.respawnPosition,
player.respawnRotation, player.respawnRotation,
playerEntity->GetSystemAddress(), true, true); playerEntity->GetSystemAddress(), true);
vehicle->SetPosition(player.respawnPosition); vehicle->SetPosition(player.respawnPosition);
vehicle->SetRotation(player.respawnRotation); vehicle->SetRotation(player.respawnRotation);

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@ -19,34 +19,47 @@ VehiclePhysicsComponent::~VehiclePhysicsComponent() {
} }
void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) { void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (pos == m_Position) return;
m_DirtyPosition = true;
m_Position = pos; m_Position = pos;
} }
void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) { void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (rot == m_Rotation) return;
m_DirtyPosition = true; m_DirtyPosition = true;
m_Rotation = rot; m_Rotation = rot;
} }
void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) { void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true; m_DirtyPosition = true;
m_Velocity = vel; m_Velocity = vel;
} }
void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) { void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true; m_DirtyPosition = true;
m_AngularVelocity = vel; m_AngularVelocity = vel;
} }
void VehiclePhysicsComponent::SetIsOnGround(bool val) { void VehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true; m_DirtyPosition = true;
m_IsOnGround = val; m_IsOnGround = val;
} }
void VehiclePhysicsComponent::SetIsOnRail(bool val) { void VehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true; m_DirtyPosition = true;
m_IsOnRail = val; m_IsOnRail = val;
} }
void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (m_RemoteInputInfo == remoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyRemoteInput = true;
}
void VehiclePhysicsComponent::SetDirtyPosition(bool val) { void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val; m_DirtyPosition = val;
} }
@ -63,9 +76,15 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition); outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) { if (bIsInitialUpdate || m_DirtyPosition) {
outBitStream->Write(m_Position); m_DirtyPosition = false;
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation); outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
outBitStream->Write(m_IsOnGround); outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail); outBitStream->Write(m_IsOnRail);
@ -73,20 +92,33 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity); outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
if (bIsInitialUpdate || m_DirtyVelocity) { if (bIsInitialUpdate || m_DirtyVelocity) {
outBitStream->Write(m_Velocity); outBitStream->Write(m_Velocity.x);
outBitStream->Write(m_Velocity.y);
outBitStream->Write(m_Velocity.z);
m_DirtyVelocity = false;
} }
outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity); outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
if (bIsInitialUpdate || m_DirtyAngularVelocity) { if (bIsInitialUpdate || m_DirtyAngularVelocity) {
outBitStream->Write(m_AngularVelocity); outBitStream->Write(m_AngularVelocity.x);
outBitStream->Write(m_AngularVelocity.y);
outBitStream->Write(m_AngularVelocity.z);
m_DirtyAngularVelocity = false;
} }
outBitStream->Write0(); outBitStream->Write0(); // local_space_info. TODO: Implement this
outBitStream->Write0(); outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
if (m_DirtyRemoteInput || bIsInitialUpdate) {
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
outBitStream->Write(m_RemoteInputInfo.m_IsModified);
m_DirtyRemoteInput = false;
}
outBitStream->Write(0.0f); outBitStream->Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
if (!bIsInitialUpdate) { if (!bIsInitialUpdate) {
outBitStream->Write0(); outBitStream->Write0();
@ -95,7 +127,7 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
if (bIsInitialUpdate) { if (bIsInitialUpdate) {
outBitStream->Write<uint8_t>(m_EndBehavior); outBitStream->Write<uint8_t>(m_EndBehavior);
outBitStream->Write1(); outBitStream->Write1(); // is input locked?
} }
outBitStream->Write0(); outBitStream->Write0();
@ -104,7 +136,6 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
void VehiclePhysicsComponent::Update(float deltaTime) { void VehiclePhysicsComponent::Update(float deltaTime) {
if (m_SoftUpdate > 5) { if (m_SoftUpdate > 5) {
EntityManager::Instance()->SerializeEntity(m_Parent); EntityManager::Instance()->SerializeEntity(m_Parent);
m_SoftUpdate = 0; m_SoftUpdate = 0;
} else { } else {
m_SoftUpdate += deltaTime; m_SoftUpdate += deltaTime;

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@ -5,6 +5,24 @@
#include "Component.h" #include "Component.h"
#include "eReplicaComponentType.h" #include "eReplicaComponentType.h"
struct RemoteInputInfo {
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
/** /**
* Physics component for vehicles. * Physics component for vehicles.
*/ */
@ -94,6 +112,7 @@ public:
void SetDirtyPosition(bool val); void SetDirtyPosition(bool val);
void SetDirtyVelocity(bool val); void SetDirtyVelocity(bool val);
void SetDirtyAngularVelocity(bool val); void SetDirtyAngularVelocity(bool val);
void SetRemoteInputInfo(const RemoteInputInfo&);
private: private:
bool m_DirtyPosition; bool m_DirtyPosition;
@ -110,4 +129,6 @@ private:
float m_SoftUpdate = 0; float m_SoftUpdate = 0;
uint32_t m_EndBehavior; uint32_t m_EndBehavior;
RemoteInputInfo m_RemoteInputInfo;
bool m_DirtyRemoteInput;
}; };

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@ -120,7 +120,7 @@ void GameMessages::SendFireEventClientSide(const LWOOBJID& objectID, const Syste
SEND_PACKET; SEND_PACKET;
} }
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation, bool noGravTeleport) { void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation) {
CBITSTREAM; CBITSTREAM;
CMSGHEADER; CMSGHEADER;
bitStream.Write(objectID); bitStream.Write(objectID);
@ -141,7 +141,6 @@ void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, c
bitStream.Write(pos.y); bitStream.Write(pos.y);
bitStream.Write(pos.z); bitStream.Write(pos.z);
bitStream.Write(bUseNavmesh); bitStream.Write(bUseNavmesh);
bitStream.Write(noGravTeleport);
bitStream.Write(rot.w != 1.0f); bitStream.Write(rot.w != 1.0f);
if (rot.w != 1.0f) bitStream.Write(rot.w); if (rot.w != 1.0f) bitStream.Write(rot.w);

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@ -40,7 +40,7 @@ enum class eRebuildState : uint32_t;
namespace GameMessages { namespace GameMessages {
class PropertyDataMessage; class PropertyDataMessage;
void SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender); void SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender);
void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false, bool noGravTeleport = true); void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false);
void SendPlayAnimation(Entity* entity, const std::u16string& animationName, float fPriority = 0.0f, float fScale = 1.0f); void SendPlayAnimation(Entity* entity, const std::u16string& animationName, float fPriority = 0.0f, float fScale = 1.0f);
void SendPlayerReady(Entity* entity, const SystemAddress& sysAddr); void SendPlayerReady(Entity* entity, const SystemAddress& sysAddr);
void SendPlayerAllowedRespawn(LWOOBJID entityID, bool doNotPromptRespawn, const SystemAddress& systemAddress); void SendPlayerAllowedRespawn(LWOOBJID entityID, bool doNotPromptRespawn, const SystemAddress& systemAddress);

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@ -119,7 +119,7 @@ void VanityUtilities::SpawnVanity() {
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>(); auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
if (scriptComponent != nullptr) { if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script); scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false); scriptComponent->SetSerialized(false);
@ -163,7 +163,7 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
auto* inventoryComponent = entity->GetComponent<InventoryComponent>(); auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) { if (inventoryComponent && !inventory.empty()) {
inventoryComponent->SetNPCItems(inventory); inventoryComponent->SetNPCItems(inventory);
} }

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@ -136,6 +136,33 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
inStream.Read(angVelocity.z); inStream.Read(angVelocity.z);
} }
// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
bool hasLocalSpaceInfo{};
LWOOBJID objectId{};
NiPoint3 localSpacePosition{};
bool hasLinearVelocity{};
NiPoint3 linearVelocity{};
if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
inStream.Read(objectId);
inStream.Read(localSpacePosition.x);
inStream.Read(localSpacePosition.y);
inStream.Read(localSpacePosition.z);
if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
inStream.Read(linearVelocity.x);
inStream.Read(linearVelocity.y);
inStream.Read(linearVelocity.z);
}
}
bool hasRemoteInputInfo{};
RemoteInputInfo remoteInput{};
if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
inStream.Read(remoteInput.m_RemoteInputX);
inStream.Read(remoteInput.m_RemoteInputY);
inStream.Read(remoteInput.m_IsPowersliding);
inStream.Read(remoteInput.m_IsModified);
}
bool updateChar = true; bool updateChar = true;
if (possessorComponent != nullptr) { if (possessorComponent != nullptr) {
@ -150,9 +177,6 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>(); auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
if (vehiclePhysicsComponent != nullptr) { if (vehiclePhysicsComponent != nullptr) {
// This is flipped for whatever reason
rotation = NiQuaternion(rotation.z, rotation.y, rotation.x, rotation.w);
vehiclePhysicsComponent->SetPosition(position); vehiclePhysicsComponent->SetPosition(position);
vehiclePhysicsComponent->SetRotation(rotation); vehiclePhysicsComponent->SetRotation(rotation);
vehiclePhysicsComponent->SetIsOnGround(onGround); vehiclePhysicsComponent->SetIsOnGround(onGround);
@ -161,6 +185,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag); vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
vehiclePhysicsComponent->SetAngularVelocity(angVelocity); vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag); vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
} else { } else {
// Need to get the mount's controllable physics // Need to get the mount's controllable physics
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>(); auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();

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@ -43,15 +43,7 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true); GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
// Hacky fix for odd rotations GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
auto mastName = self->GetVar<std::u16string>(u"MastName");
if (mastName == u"Elephant") {
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 140.0f, player->GetSystemAddress());
} else if (mastName == u"Jail") {
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 100.0f, player->GetSystemAddress());
} else if (mastName == u""){
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 203.0f, player->GetSystemAddress());
}
const auto cinematic = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"Cinematic")); const auto cinematic = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"Cinematic"));
const auto leanIn = self->GetVar<float>(u"LeanIn"); const auto leanIn = self->GetVar<float>(u"LeanIn");

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@ -11,7 +11,7 @@ void BuccaneerValiantShip::OnStartup(Entity* self) {
// Kill self if missed // Kill self if missed
self->AddCallbackTimer(1.1F, [self]() { self->AddCallbackTimer(1.1F, [self]() {
self->Kill(); self->Smash();
}); });
} }
}); });

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@ -30,12 +30,6 @@ public:
struct SceneObjectDataChunk { struct SceneObjectDataChunk {
std::map<LWOOBJID, SceneObject> objects; std::map<LWOOBJID, SceneObject> objects;
SceneObject& GetObject(LWOOBJID id) {
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
if (it->first == id) return it->second;
}
}
const void PrintAllObjects() { const void PrintAllObjects() {
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) { for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
std::cout << "\t ID: " << it->first << " LOT: " << it->second.lot << std::endl; std::cout << "\t ID: " << it->first << " LOT: " << it->second.lot << std::endl;