#include "PlayerForcedMovementComponent.h" PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent) : Component(parent) { 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; }