metaforce/Runtime/World/CEntity.cpp

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#include "CEntity.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
CEntity::CEntity(TUniqueId uniqueId, const CEntityInfo& info, bool active)
: m_uid(uniqueId), m_info(info), m_active(active) {}
void CEntity::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr)
{
switch (msg)
{
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case EScriptObjectMessage::Activate:
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if (!GetActive())
{
SetActive(true);
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SendScriptMsgs(EScriptObjectState::Active, stateMgr, EScriptObjectMessage::None);
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}
break;
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case EScriptObjectMessage::Deactivate:
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if (GetActive())
{
SetActive(false);
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SendScriptMsgs(EScriptObjectState::Inactive, stateMgr, EScriptObjectMessage::None);
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}
break;
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case EScriptObjectMessage::ToggleActive:
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if (GetActive())
{
SetActive(false);
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SendScriptMsgs(EScriptObjectState::Inactive, stateMgr, EScriptObjectMessage::None);
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}
else
{
SetActive(true);
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SendScriptMsgs(EScriptObjectState::Active, stateMgr, EScriptObjectMessage::None);
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}
break;
default: break;
}
}
void CEntity::SendScriptMsgs(EScriptObjectState state, CStateManager& stateMgr, EScriptObjectMessage skipMsg)
{
for (const SConnection& conn : m_info.m_conns)
if (conn.state == state && conn.msg != skipMsg)
stateMgr.SendScriptMsg(m_uid, conn.objId, conn.msg, state);
}
}