Added missing EntityId.h include to FocusModeInterface.h (#4396)
* Added missing EntityId.h include to FocusModeInterface.h Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Non-unity build fix Adding missing BehaviorContext.h includes to Multiplayer Gem Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Added missing BehaviorContext.h include to NetworkCharacterComponent Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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@@ -12,6 +12,7 @@
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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namespace AzNetworking
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@@ -8,6 +8,7 @@
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#pragma once
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Serialization/SerializeContext.h>
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@@ -8,6 +8,7 @@
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#include <Multiplayer/Components/NetworkCharacterComponent.h>
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#include <Multiplayer/Components/NetworkRigidBodyComponent.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
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#include <AzFramework/Physics/CharacterBus.h>
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#include <AzFramework/Physics/Character.h>
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@@ -19,7 +20,7 @@
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namespace Multiplayer
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{
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bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB)
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{
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PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene());
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@@ -82,7 +83,7 @@ namespace Multiplayer
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return physx::PxQueryHitType::eNONE;
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}
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void NetworkCharacterComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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@@ -116,7 +117,7 @@ namespace Multiplayer
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callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter);
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}
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}
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if (!HasController())
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{
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GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler);
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@@ -134,7 +135,7 @@ namespace Multiplayer
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}
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void NetworkCharacterComponent::OnSyncRewind()
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{
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{
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if (m_physicsCharacter == nullptr)
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{
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return;
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