Files
DarkflameServer/dGame/dComponents/Property/BuildBorderComponent.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

33 lines
849 B
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef BUILDBORDERCOMPONENT_H
#define BUILDBORDERCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Component for the build border, allowing the user to start building when interacting with it
*/
class BuildBorderComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
BuildBorderComponent(Entity* parent, const int32_t componentID);
~BuildBorderComponent() override;
/**
* Causes the originator to start build with this entity as a reference point
* @param originator the entity (probably a player) that triggered the event
*/
bool OnRequestUse(GameMessages::RequestUseEvent& event);
private:
};
#endif // BUILDBORDERCOMPONENT_H