DarkflameServer/dGame/dComponents/PlayerForcedMovementComponent.cpp

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#include "PlayerForcedMovementComponent.h"
PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
}
PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyInfo || bIsInitialUpdate);
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if (m_DirtyInfo || bIsInitialUpdate) {
outBitStream.Write(m_PlayerOnRail);
outBitStream.Write(m_ShowBillboard);
}
m_DirtyInfo = false;
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}