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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>
22 lines
773 B
C++
22 lines
773 B
C++
#ifndef PHYSICSSYSTEMCOMPONENT_H
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#define PHYSICSSYSTEMCOMPONENT_H
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#include "Entity.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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/**
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* Physics system, as the client's physics system component makes it from the registry; like the client's, a physics component (LWOBasePhysComponent). Nothing of it is sent or done on the server yet.
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*/
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class PhysicsSystemComponent final : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHYSICS_SYSTEM;
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PhysicsSystemComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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}
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};
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#endif // PHYSICSSYSTEMCOMPONENT_H
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