Files
DarkflameServer/dGame/dComponents/Physics/VehiclePhysicsComponent.h
Aaron Kimbrell 9a464ac35f 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>
2026-10-01 15:37:45 -05:00

22 lines
805 B
C++

#ifndef VEHICLEPHYSICSCOMPONENT_H
#define VEHICLEPHYSICSCOMPONENT_H
#include "Entity.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
/**
* Vehicle physics (not the havok vehicle physics, 30), as LWOVehiclePhysicsComponent 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 VehiclePhysicsComponent final : public PhysicsComponent {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
VehiclePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
}
};
#endif // VEHICLEPHYSICSCOMPONENT_H