/* * Darkflame Universe * Copyright 2023 */ #include "RigidbodyPhantomPhysicsComponent.h" #include "Entity.h" RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) { m_Position = m_Parent->GetDefaultPosition(); m_Rotation = m_Parent->GetDefaultRotation(); } void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) { PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate); }