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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
36 lines
850 B
C++
36 lines
850 B
C++
#pragma once
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#include "Behavior.h"
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class ForceMovementBehavior final : public Behavior
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{
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public:
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Behavior* m_hitAction;
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Behavior* m_hitEnemyAction;
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Behavior* m_hitFactionAction;
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float_t m_Duration;
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float_t m_Forward;
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float_t m_Left;
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float_t m_Yaw;
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/*
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* Inherited
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*/
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explicit ForceMovementBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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};
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