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//
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// Created by koncord on 25.08.17.
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//
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#pragma once
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#include <RakNetTypes.h>
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#include <tuple>
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#include "Inventory.hpp"
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#include "Cells.hpp"
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namespace mwmp
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{
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class BasePlayer;
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class BaseNetCreature;
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class BaseActor;
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}
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class NetActor
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{
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public:
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NetActor();
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virtual ~NetActor() = default;
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void resetUpdateFlags();
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/**
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*
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* @return x, y, z
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*/
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std::tuple<float, float, float> getPosition() const;
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void setPosition(float x, float y, float z);
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/**
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*
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* @return x, y
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*/
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std::tuple<float, float> getRotation() const;
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void setRotation(float x, float z);
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void setMomentum(float x, float y, float z);
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/**
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*
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* @return base, current
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*/
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std::tuple<float, float> getHealth() const;
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void setHealth(float base, float current);
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/**
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*
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* @return base, current
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*/
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std::tuple<float, float> getMagicka() const;
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void setMagicka(float base, float current);
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/**
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*
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* @return base, current
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*/
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std::tuple<float, float> getFatigue() const;
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void setFatigue(float base, float current);
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Inventory &getInventory();
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Cells &getCell();
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mwmp::BaseNetCreature *getNetCreature() { return netCreature; }
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bool isPlayer() const { return isActorPlayer; }
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Player *toPlayer();
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protected:
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bool baseInfoChanged, shapeshiftChanged, levelChanged, statsChanged, positionChanged, momentumChanged, attributesChanged, skillsChanged, aiChanged;
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mwmp::BasePlayer *basePlayer;
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mwmp::BaseNetCreature *netCreature;
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Inventory inventory;
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Cells cellAPI;
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bool isActorPlayer;
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};
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