Soul class
#include <Runtime/Flow/Public/Soul.h>
Constructors, destructors, conversion operators
Public functions
- auto operator=(const Soul&) -> Soul& deleted
- auto GetOwnerID() const -> uint8_t
- auto GetInputLead() const -> uint32_t
- auto GetCameraManager() -> CameraManager&
- void DispatchOrientationDelta(SimFloat dyaw, SimFloat dpitch)
- auto GetRole() const -> SoulRole
- void SetRole(SoulRole role)
- void AddRole(SoulRole flag)
- Add one or more role flags without clearing existing ones.
- auto HasRole(SoulRole flag) const -> bool
- Returns true if ALL bits in flag are set on this Soul's role.
- auto HasBody() const -> bool
- auto GetBodyHandle() const -> ConstructRef
- auto GetSimInput(WorldBase* world) const -> InputBuffer*
- auto GetVizInput(WorldBase* world) const -> InputBuffer*
- void ClaimBody(ConstructRef ref)
- void OnJoined() virtual
- Called by FlowManager after creation — game code can override for init.
- void OnLeft() virtual
- Called by FlowManager just before destruction.
- void OnBodyConfirmed() virtual
- Called immediately after ClaimBody() — wire input routing, show HUD, etc.
- void OnBodyLost() virtual
- void ReleaseBody()
- auto GetFlowManager() -> FlowManagerBase*
Function documentation
void Soul:: ClaimBody(ConstructRef ref)
Called by the GameMode (via WithSpawnManagement or directly) after the server confirms a spawn. Stores the handle and fires OnBodyConfirmed().
void Soul:: OnBodyLost() virtual
Called when the Body is destroyed (death, despawn, respawn cycle start). ConfirmedBodyHandle is cleared before this fires.
void Soul:: ReleaseBody()
Clears ConfirmedBodyHandle and fires OnBodyLost(). Called by GameMode on Body destruction (e.g. death, level unload).