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>
This commit is contained in:
Aaron Kimbrell
2026-10-01 15:37:45 -05:00
parent 8f09121ad4
commit 9a464ac35f
76 changed files with 37 additions and 34 deletions

View File

@@ -0,0 +1,16 @@
#include "PlayerForcedMovementComponent.h"
PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_Parent = parent;
}
PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyInfo || bIsInitialUpdate);
if (m_DirtyInfo || bIsInitialUpdate) {
outBitStream.Write(m_PlayerOnRail);
outBitStream.Write(m_ShowBillboard);
}
m_DirtyInfo = false;
}