#ifndef PHYSICSSYSTEMCOMPONENT_H #define PHYSICSSYSTEMCOMPONENT_H #include "Entity.h" #include "PhysicsComponent.h" #include "eReplicaComponentType.h" /** * Physics system, as the client's physics system component makes it from the registry; like the client's, a physics component (LWOBasePhysComponent). Nothing of it is sent or done on the server yet. */ class PhysicsSystemComponent final : public PhysicsComponent { public: static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHYSICS_SYSTEM; PhysicsSystemComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) { m_Position = m_Parent->GetDefaultPosition(); m_Rotation = m_Parent->GetDefaultRotation(); } }; #endif // PHYSICSSYSTEMCOMPONENT_H