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#ifndef NETWORKED_MACHINE_H
#define NETWORKED_MACHINE_H
#include <Godot.hpp>
#include <RigidBody.hpp>
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
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