mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
30 lines
814 B
C++
30 lines
814 B
C++
/*
|
|
* Darkflame Universe
|
|
* Copyright 2023
|
|
*/
|
|
|
|
#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
|
|
#define __RIGIDBODYPHANTOMPHYSICS_H__
|
|
|
|
#include "BitStream.h"
|
|
#include "dCommonVars.h"
|
|
#include "NiPoint3.h"
|
|
#include "NiQuaternion.h"
|
|
#include "PhysicsComponent.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
/**
|
|
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
|
|
* bananas that fall from trees in GF.
|
|
*/
|
|
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
|
|
public:
|
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
|
|
|
|
RigidbodyPhantomPhysicsComponent(Entity* parent);
|
|
|
|
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
|
};
|
|
|
|
#endif // __RIGIDBODYPHANTOMPHYSICS_H__
|