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https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
37 lines
796 B
C++
37 lines
796 B
C++
#pragma once
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#include <vector>
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#include "Behavior.h"
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class ApplyBuffBehavior final : public Behavior
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{
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public:
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int32_t m_BuffId;
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float m_Duration;
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bool addImmunity;
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bool cancelOnDamaged;
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bool cancelOnDeath;
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bool cancelOnLogout;
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bool cancelonRemoveBuff;
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bool cancelOnUi;
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bool cancelOnUnequip;
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bool cancelOnZone;
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/*
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* Inherited
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*/
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explicit ApplyBuffBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override;
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void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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bool m_ApplyOnTeammates;
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};
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