PropertyComponent pass

This commit is contained in:
David Markowitz 2023-07-09 22:41:22 -07:00
parent 4d88f63338
commit 37bcc81694
2 changed files with 5 additions and 27 deletions

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@ -2,10 +2,4 @@
#include "GameMessages.h"
#include "dZoneManager.h"
PropertyComponent::PropertyComponent(Entity* parent) : Component(parent) {
m_PropertyName = parent->GetVar<std::string>(u"propertyName");
m_PropertyState = new PropertyState();
}
PropertyComponent::~PropertyComponent() = default;
PropertyComponent::PropertyComponent(Entity* parent) : Component(parent) { }

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@ -3,32 +3,16 @@
* Copyright 2018
*/
#ifndef PROPERTYCOMPONENT_H
#define PROPERTYCOMPONENT_H
#ifndef __PROPERTYCOMPONENT_H__
#define __PROPERTYCOMPONENT_H__
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
struct PropertyState {
LWOOBJID ownerID;
LWOOBJID propertyID;
bool rented;
};
/**
* This component is unused and has no functionality
*/
class PropertyComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
explicit PropertyComponent(Entity* parentEntity);
~PropertyComponent() override;
[[nodiscard]] PropertyState* GetPropertyState() const { return m_PropertyState; };
private:
PropertyState* m_PropertyState;
std::string m_PropertyName;
PropertyComponent(Entity* parentEntity);
};
#endif // PROPERTYCOMPONENT_H
#endif // __PROPERTYCOMPONENT_H__