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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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423 lines
18 KiB
C
423 lines
18 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef R2_SERVER_ANIMATION_MODULE_H
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#define R2_SERVER_ANIMATION_MODULE_H
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#include <queue>
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#include <memory>
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#include "nel/misc/types_nl.h"
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#include "nel/misc/entity_id.h"
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#include "nel/misc/time_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/net/module_manager.h"
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#include "nel/net/module.h"
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#include "nel/net/module_builder_parts.h"
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#include "nel/ligo/primitive.h"
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#include "game_share/dyn_chat.h"
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#include "game_share/task_list.h"
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#include "r2_modules_itf.h"
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#include "game_share/r2_share_itf.h"
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#include "game_share/object.h"
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#include "game_share/scenario.h"
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#include "game_share/small_string_manager.h"
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#include "game_share/r2_basic_types.h"
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#include "dms.h"
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class CPersistentDataRecord;
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class CPersistentDataRecordRyzomStore;
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namespace NLLIGO
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{
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class CPrimitives;
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}
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namespace R2
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{
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class CObject;
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class CDynamicMapService;
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class CAnimationSession;
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class CRtNpc;
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class CRtGrp;
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/** Handle the animation Mode (Play Mode and DM Mode in animation session, DM/Test Mode in Edition Session).
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* Creations from RT data of Primitives that are read by AI
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* start/stop of act
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* DM functions (Kill, Heal)
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*/
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class CServerAnimationModule :
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public IServerAnimationModule,
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public NLNET::CEmptyModuleServiceBehav<NLNET::CEmptyModuleCommBehav<NLNET::CEmptySocketBehav <NLNET::CModuleBase> > >,
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public CServerAnimationItfSkel,
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public CShareServerAnimationItfSkel
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{
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public:
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//typedef uint32 TCharId;
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// typedef uint32 TUserId;
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// typedef uint32 TSessionId;
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typedef uint32 TActId;
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public:
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CServerAnimationModule();
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~CServerAnimationModule();
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void init(NLNET::IModuleSocket* gateway, CDynamicMapService* server);
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/////////////////////////////////////////////////////
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//// CModuleBase API
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/////////////////////////////////////////////////////
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virtual void onServiceUp(const std::string &serviceName, NLNET::TServiceId serviceId);
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virtual void onServiceDown(const std::string &serviceName, NLNET::TServiceId serviceId);
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virtual void onModuleUpdate();
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virtual void onModuleUp(NLNET::IModuleProxy *moduleProxy);
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virtual void onModuleDown(NLNET::IModuleProxy *moduleProxy);
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virtual bool onProcessModuleMessage(NLNET::IModuleProxy *senderModuleProxy, const NLNET::CMessage &message);
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virtual bool isImmediateDispatchingSupported() const { return false; }
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/////////////////////////////////////////////////////
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//// Start / Stop session, act, scenario
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/////////////////////////////////////////////////////
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/// schedule the start of an act (the act will begin 30 seconds after)
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void scheduleStartAct(TSessionId sessionId, uint32 actId);
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/// Called by the client when he connect to play mode in an animation session
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virtual void connectAnimationModePlay(NLNET::IModuleProxy*);
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// Called by EGS to set the start position of a player
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virtual void getStartParams(NLNET::IModuleProxy *sender, uint32 charId, TSessionId lastStoredSessionId);
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/// launch the start of a new Act (is launch by AIS or by DM bia dmc)
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void startAct(TSessionId sessionId, uint32 actId);
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void scheduleStartSession(const CAnimationMessageAnimationStart &msg);
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void scheduleStartSessionImpl(const CAnimationMessageAnimationStart &msg);
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// Remove a char from a session, remove its module
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void disconnectChar(TCharId charId);
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virtual bool getConnectedChars(TSessionId sessionId, std::vector<TCharId>& chars) const;
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virtual void setSessionStartParams(TSessionId sessionId, sint32 x, sint32 y, uint8 season);
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virtual void teleportCharacter(NLNET::IModuleProxy *ais, const NLMISC::CEntityId& eid, float x, float y, float z);
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void broadcastMsg(TSessionId sessionId, const NLNET::CMessage& msg);
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/////////////////////////////////////////////////////
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//// Data Access
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/////////////////////////////////////////////////////
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IServerEditionModule* getEditionModule() const;
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CAnimationSession* getSession(TSessionId sessionId) const;
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TSessionId getSessionIdByCharId(TCharId charId) const;
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CAnimationSession* getSessionByCharId(TCharId charId) const;
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virtual NLNET::IModule* getModule() const;
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// Called by EditionModule to add a character
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virtual void addPioneer( TSessionId sessionId, TCharId charId) ;
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// from client (the module will upload mission item description to dm that will store it to its db)
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virtual void askMissionItemsDescription(NLNET::IModuleProxy *client);
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// from client (the module will upload Acts Position Description to client)
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virtual void askActPositionDescriptions(NLNET::IModuleProxy *client);
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// from client (the module will upload Acts Position Description to client)
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virtual void askUserTriggerDescriptions(NLNET::IModuleProxy *client);
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// from client (the module will upload Acts Position Description to client)
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virtual void askIncarnatingListUpdate(NLNET::IModuleProxy *client);
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virtual void askTalkingAsListUpdate(NLNET::IModuleProxy *client);
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virtual void askUpdateScenarioHeader(NLNET::IModuleProxy *clientProxyPtr);
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virtual bool getHeaderInfo(TSessionId sessionId, TScenarioHeaderSerializer::TValueType& values) const;
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/////////////////////////////////////////////////////
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//// DM
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/////////////////////////////////////////////////////
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virtual void activateEasterEgg(class NLNET::IModuleProxy *aisControl, uint32 easterEggId, TSessionId scenarioId, uint32 actId, const std::string & items, float x, float y, float z, float heading, const std::string& grpControler, const std::string& name, const std::string& look);
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virtual void deactivateEasterEgg(class NLNET::IModuleProxy *aisControl, uint32 easterEggId, TSessionId scenarioId, uint32 actId);
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virtual void deactivateEasterEggsFromAct(TSessionId scenarioId, uint32 actId);
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virtual void onEasterEggLooted(class NLNET::IModuleProxy *egs, uint32 easterEggId, TSessionId scenarioId);
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virtual void dssMessage(class NLNET::IModuleProxy *ais, TSessionId sessionId, const std::string & msgType, const std::string& who, const std::string& msg);
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// a dm target a npc and want to know what et can do on it (control, kill) and execute dm action (kill, heal...)
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virtual void onDssTarget( NLNET::IModuleProxy *senderModuleProxy, const std::vector<std::string> & params);
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// EGS gives infos to d
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virtual void onCharTargetReceived( NLNET::IModuleProxy *senderModuleProxy,
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const NLMISC::CEntityId& eid, const NLMISC::CEntityId&creatureId,
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TAIAlias alias, TDataSetRow entityRowId,
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const ucstring& ucName, uint32 nameId,
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const std::vector<std::string> & params,
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bool alived);
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// EGS message to indicates that a character is ready in mirror
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virtual void characterReady(NLNET::IModuleProxy *sender, const NLMISC::CEntityId &charEid);
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virtual void setScenarioPoints(NLNET::IModuleProxy *ais, TSessionId sessionId, float scenarioPoints);
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virtual void startScenarioTiming(NLNET::IModuleProxy *ais, TSessionId sessionId);
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virtual void endScenarioTiming(NLNET::IModuleProxy *ais, TSessionId sessionId);
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bool getScore(TSessionId sessionId, uint32 &score, NLMISC::TTime &timeTaken);
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/////////////////////////////////////////////////////
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//// DM
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/////////////////////////////////////////////////////
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void triggerUserTrigger(TSessionId sessionId, uint32 actId, uint32 triggerId);
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virtual void onUserTriggerTriggered(NLNET::IModuleProxy *client, uint32 actId, uint32 triggerId);
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//////////////////////////////////////////////////////
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// NPC Control & talk methods
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///////////////////////////////////////////////////////
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/*
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* stopTalk sends a message to indicate a DM has stopped talking as an NPC.
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* eid is the DM Id.
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* creatureId is the targeted npc's id.
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* entityrowId is the mirror's id of the npc
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*/
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void stopTalk(const NLMISC::CEntityId &eid, const NLMISC::CEntityId &creatureId, TDataSetRow entityRowId);
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/*
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* stopIncarn calls a AIWrapper method that sends a message to the AIS to indicate the DM has stopped
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* controlling a npc.
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* eid is the DM Id.
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* creatureId is the targeted npc's id.
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*/
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void stopIncarn(const NLMISC::CEntityId &eid, const NLMISC::CEntityId &creatureId);
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/*
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* stop the control of all Npc controlled by the player(incarn or talk as) clientProxyPtr
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* (use when client Go from DM -> Player)
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*/
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virtual void stopControlNpcs(TCharId charId);
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/*
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* When a bot is despawned, this method checks if it was controlled and "talked as" by a DM.
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* If controlled, the stopControl method is called and the _ControlledEntities map is updated: if no more players
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* control the npc the map entry corresponding to the creature is deleted. If there is still one player or more that
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* controls the npc, the map entry is maintained and its eid vector is updated.
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* It does the same treatment on the _TalkedAsEntities map.
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*/
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void onBotDespawnNotification(NLMISC::CEntityId& creatureId);
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void onBotDeathNotification(NLMISC::CEntityId& creatureId);
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void onStopNpcControlNotification(NLMISC::CEntityId& creatureId);
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/////////////////////////////////////////////////////
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//// Position
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/////////////////////////////////////////////////////
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virtual void askSetUserCharActPosition( NLNET::IModuleProxy *sender, uint32 charId );
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bool getPosition(TSessionId sessionId, double& x, double& y, double& orient, uint8& season, uint32 actIndex = 0);
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virtual bool isSessionRunning(TSessionId sessionId) const;
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virtual uint32 getCurrentAct(TSessionId sessionId) const;
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virtual bool mustReloadPosition(TSessionId sessionId, TCharId charId) const;
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virtual bool stopTestImpl(TSessionId sessionId, uint32& lastAct);
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/////////////////////////////////////////////////////
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//// Debug/test functions
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/////////////////////////////////////////////////////
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NLMISC_COMMAND_HANDLER_TABLE_EXTEND_BEGIN(CServerAnimationModule, CModuleBase)
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, loadPrimitiveFile, "load Primitive file ", "filename")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, loadPdrFile, "load AiActions from Prd", "filename")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, loadRtFile, "", "filename")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, savePdrFile, "load AiActions from Pdr", "filename")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, displayPdr, "display pdr", "no args")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, clearPdr, "clear prd", "no args")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, startTest, "run test", "the sessionId")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, stopTest, "stop a test", "the sessionId")
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// NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, stopTest, "stop a test", "the sessionId")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, displayMissionItems, "display Mission items of a session", "the sessionId")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, displayUserTriggers, "display UserTrigger of a session", "the sessionId")
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NLMISC_COMMAND_HANDLER_ADD(CServerAnimationModule, triggerUserTrigger, "trigger a user trigger", "the sessionId, the trigger act, the trigger Id");
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NLMISC_COMMAND_HANDLER_TABLE_END
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NLMISC_CLASS_COMMAND_DECL(loadPrimitiveFile);
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NLMISC_CLASS_COMMAND_DECL(loadPdrFile);
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NLMISC_CLASS_COMMAND_DECL(savePdrFile);
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NLMISC_CLASS_COMMAND_DECL(displayPdr);
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NLMISC_CLASS_COMMAND_DECL(clearPdr);
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NLMISC_CLASS_COMMAND_DECL(loadRtFile);
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NLMISC_CLASS_COMMAND_DECL(startTest);
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NLMISC_CLASS_COMMAND_DECL(stopTest);
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NLMISC_CLASS_COMMAND_DECL(displayMissionItems);
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NLMISC_CLASS_COMMAND_DECL(displayUserTriggers);
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NLMISC_CLASS_COMMAND_DECL(triggerUserTrigger);
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private:
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struct COwnedCreatureInfo
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{
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std::vector<NLMISC::CEntityId> PlayerIds;
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TDataSetRow CreatureRowId;
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uint32 CreatatureAlias;
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};
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//private types
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typedef std::deque<CAnimationSession*> TSessionsQ;
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//map <scenarioId,CAnimationSession*>
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typedef std::map<TSessionId, CAnimationSession*> TSessions;
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//map <userId,scenarioId>
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typedef std::map<TCharId, TSessionId> TCharSessions;
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//map <userId,ClientAnimationModule>
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//key: controlled creature id; value: player id
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typedef std::map<NLMISC::CEntityId, COwnedCreatureInfo> TOwnedEntities;
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private: // private functions
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////////////////////////////
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// Talk & control methods
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////////////////////////////
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/*
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* If the creature is already controlled by a player, updates its eid vector by adding the id of the new controlling
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* player. If the creature is not already controlled by any player, this method adds an entry in the
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* _ControlledEntities map.
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*/
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bool setIncarningPlayer(TSessionId sessionId, const NLMISC::CEntityId& creatureId, const NLMISC::CEntityId& eid, TDataSetRow entityRowId, TAIAlias alias);
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/*
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* If the creature is already "talked as" by a player, updates its eid vector by adding the id of the new talking
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* player. If the creature is not already "talked as"by any player, this method adds an entry in the
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* _TalkedAsEntities map.
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*/
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bool setTalkingAsPlayer(TSessionId sessionId, const NLMISC::CEntityId& creatureId, const NLMISC::CEntityId& eid, TDataSetRow entityRowId, TAIAlias alias);
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/*
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* Checks whether the player is already talking as the targeted npc or not.
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*/
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bool isTalkingAs(const NLMISC::CEntityId& creatureId, const NLMISC::CEntityId& eid) const;
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/*
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* Checks whether a creature is already controlled by the player or not.
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*/
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bool isIncarnedByPlayer(const NLMISC::CEntityId& creatureId, const NLMISC:: CEntityId& eid) const;
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/*
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* Deletes an eid from the eid vector of a creature (in the _TalkedAsEntities map).If the vector is empty, the
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* whole map entry is deleted.
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*/
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void removeTalkingAsPlayer(TSessionId sessionId, const NLMISC::CEntityId& creatureId, const NLMISC::CEntityId& eid);
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/*
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* Deletes an eid from the eid vector of a creature (in the _ControlledEntities map).If the vector is empty, the
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* whole map entry is deleted.
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*/
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void removeIncarningPlayer(TSessionId sessionId, const NLMISC::CEntityId& creatureId, const NLMISC::CEntityId& eid);
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bool doMakeAnimationSession(CAnimationSession* animSession);
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void requestReleaseChannels(TSessionId sessionId);
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void requestLoadTable(CAnimationSession* session);
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void requestUnloadTable(TSessionId sessionId);
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TSessionId getScenarioId(TCharId charId);
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void broadcastMessage(CAnimationSession* session, const NLNET::CMessage& msg);
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NLMISC::CEntityId getEid(NLNET::TModuleProxyPtr senderModuleProxy);
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// message from Server Admin Module for starting Animation Session (calle queueSession)
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//called by the DM to change the weather
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void setWeatherValue(TSessionId instanceId, uint16 weatherValue);
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//called by the DM to change the season
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void setSeasonValue(TSessionId instanceId, uint8 seasonValue);
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/// Queue the creation of an animation session (+ output Debug)
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bool queueSession(CAnimationSession* session, bool runTest = true);
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/// for queueSession implementation
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bool makeAnimationSession(CAnimationSession* animSession, bool runTest);
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/// Create primitives that will be send to AIS from RTData
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bool translateActToPrimitive(CInstanceMap& components, CAnimationSession* animSession, CObject* act,
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uint32 actId, NLLIGO::CPrimitives& primDoc);
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// Create an Actuib (for translateActToPrimitive implementation)
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virtual NLLIGO::IPrimitive* getAction(CObject* object, const std::string& prefix,TSessionId scenarioId);
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// Create an Event (for translateActToPrimitive implementation)
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virtual NLLIGO::IPrimitive* getEvent(CObject* object,CInstanceMap& components, const std::string& prefix,TSessionId scenarioId);
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/// Queue the creation of an animation session (one creation is done by
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void startTest(TSessionId sessionId, CPersistentDataRecord& pdr);
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/// start a test mode (send message to AIS)
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bool startTest(CAnimationSession* session, bool runTest = true);
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/// stop a test (send message to AIS to unload Primitives)
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||
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virtual bool stopTest(TSessionId sessionId, uint32& lastAct);
|
||
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/// stop the act
|
||
|
void stopAct(TSessionId sessionId);
|
||
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||
|
// Update client the list of controlled by dm
|
||
|
void updateTalkingAsList(TSessionId sessionId, uint32 charId);
|
||
|
void updateIncarningList(TSessionId sessionId, uint32 charId);
|
||
|
// Update client animation properties
|
||
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void updateAnimationProperties(NLNET::IModuleProxy *senderModuleProxy, const NLMISC::CEntityId & eid, CRtNpc * rtNpc, CRtGrp * rtGrp);
|
||
|
CRtNpc* getNpcByAlias(TSessionId sessionId, TAIAlias alias) const;
|
||
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||
|
private: // privates members
|
||
|
CDynamicMapService* _Server;
|
||
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|
||
|
// Proxy to string manager
|
||
|
NLNET::TModuleProxyPtr _StringManagerProxy;
|
||
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|
||
|
// Proxy to Character Controler
|
||
|
NLNET::TModuleProxyPtr _CharacterControlProxy;
|
||
|
|
||
|
// Proxy to IOS ring interface
|
||
|
NLNET::TModuleProxyPtr _IOSRingProxy;
|
||
|
|
||
|
//Map of SessionId, Animation Session
|
||
|
TSessions _Sessions;
|
||
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|
||
|
// Map of UserId, SessionId
|
||
|
TCharSessions _CharSessions;
|
||
|
|
||
|
// liste of emote Map of emote name and animation name
|
||
|
|
||
|
|
||
|
// Only one session can be performed by update
|
||
|
TSessionsQ _QueuedSessions;
|
||
|
bool _ReadyForNextSession;
|
||
|
|
||
|
// Task that are waiting to be executed (like starting an act in 30 seconds...)
|
||
|
CTaskList<NLMISC::TTime> _Tasks;
|
||
|
|
||
|
CEmoteBehavior _Emotes;
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Map containing:
|
||
|
* -key: CEntityId corresponding to a controlled creature Id
|
||
|
* -value: a COwnedCreatureInfo structure. This structure contains a TDataSetRow corresponding to the creature's id
|
||
|
* in the mirror, and a vector of CEntityId (eids) corresponding to the players respectively controlling or "talking
|
||
|
* as" the npc.
|
||
|
*/
|
||
|
TOwnedEntities _IncarnedEntities;
|
||
|
|
||
|
TOwnedEntities _TalkedAsEntities;
|
||
|
|
||
|
TOwnedEntities _TargetedEntities;
|
||
|
|
||
|
|
||
|
|
||
|
};
|
||
|
} // namespace R2
|
||
|
|
||
|
#endif // R2_SERVER_ANIMATION_MODULE_H
|
||
|
|