LeviLamina
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ActorHistory.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/ecs/gamerefs_entity/EntityContext.h"
7#include "mc/deps/game_refs/OwnerPtr.h"
8
9// auto generated forward declare list
10// clang-format off
11class EntityRegistry;
14// clang-format on
15
17public:
18 // ActorHistory inner types declare
19 // clang-format off
20 struct Snapshot;
21 // clang-format on
22
23 // ActorHistory inner types define
24 struct Snapshot {
25 public:
26 // member variables
27 // NOLINTBEGIN
28 ::ll::TypedStorage<8, 32, ::OwnerPtr<::EntityContext>> mSnapshotState;
29 ::ll::TypedStorage<8, 24, ::std::vector<::std::shared_ptr<::IMovementCorrection>>> mCorrections;
30 ::ll::TypedStorage<8, 8, ::std::unique_ptr<::IReplayableActorInput>> mCapturedInput;
31 ::ll::TypedStorage<1, 1, bool> mIsCorrection;
32 // NOLINTEND
33
34 public:
35 // member functions
36 // NOLINTBEGIN
37
38 // NOLINTEND
39
40 public:
41 // destructor thunk
42 // NOLINTBEGIN
43 MCAPI_C void $dtor();
44 // NOLINTEND
45 };
46
47public:
48 // member variables
49 // NOLINTBEGIN
50 ::ll::TypedStorage<8, 8, uint64 const> mHistoryWindow;
51 ::ll::TypedStorage<8, 40, ::std::deque<::ActorHistory::Snapshot>> mSnapshots;
52 ::ll::TypedStorage<8, 8, uint64> mOldestFrame;
53 ::ll::TypedStorage<4, 4, ::std::bitset<2>> mPendingCorrections;
54 ::ll::TypedStorage<8, 24, ::std::vector<::std::shared_ptr<::IMovementCorrection>>> mQueuedCorrection;
55 ::ll::TypedStorage<8, 8, ::std::unique_ptr<::IReplayableActorInput>> mNextInput;
56 // NOLINTEND
57
58public:
59 // member functions
60 // NOLINTBEGIN
61 MCAPI void addCorrectionToFrame(::std::shared_ptr<::IMovementCorrection> correction, uint64 frame);
62
63 MCAPI_C void addFrame(::EntityContext& entity, uint64 frame, ::EntityRegistry& registry);
64
65 MCAPI void queueCorrection(::std::shared_ptr<::IMovementCorrection> correction);
66 // NOLINTEND
67
68public:
69 // static functions
70 // NOLINTBEGIN
71 MCAPI_C static ::ActorHistory::Snapshot createSnapshot(
72 ::EntityContext const& entity,
73 ::EntityRegistry& registry,
74 ::std::unique_ptr<::IReplayableActorInput> input
75 );
76 // NOLINTEND
77};
Definition ActorHistory.h:16
Definition EntityContext.h:16
Definition EntityRegistry.h:11
Definition ActorHistory.h:24
Definition IMovementCorrection.h:15
Definition IReplayableActorInput.h:29