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refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery, quickbuild, minigame control, racing control base, racing control, gate rush), Vendor/, Character/ (what the client makes with a character, plus ghost, minifig and mission), Sound/ and Property/; the rest stays where it was. File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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#include "PlayerForcedMovementComponent.h"
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PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_Parent = parent;
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}
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PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
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void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyInfo || bIsInitialUpdate);
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if (m_DirtyInfo || bIsInitialUpdate) {
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outBitStream.Write(m_PlayerOnRail);
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outBitStream.Write(m_ShowBillboard);
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}
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m_DirtyInfo = false;
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}
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