#ifndef NETWORKED_MACHINE_H #define NETWORKED_MACHINE_H #include #include namespace godot { class NetworkedMachine : public RigidBody { GODOT_CLASS(NetworkedMachine, RigidBody) private: bool in_use; Spatial *world; RigidBody *user; public: static void _register_methods(); NetworkedMachine(); ~NetworkedMachine(); void _ready(); void _init(); void update_phys_transform(Transform t, Vector3 lv, Vector3 av); void net_apply_impulse(Vector3 impulse_v); void _integrate_forces(PhysicsDirectBodyState *_state); void set_net_owner(int id, String char_name); void relinquish_control(); //to be overridden void on_new_control(); void on_no_control(); void attack1(); void attack2(); void direction_input(float _fwd, float _bwd, float _left, float _right, float _left2, float _right2); }; } #endif