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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>
18 lines
583 B
C++
18 lines
583 B
C++
#ifndef PROPERTYPLAQUECOMPONENT_H
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#define PROPERTYPLAQUECOMPONENT_H
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Property plaque, as the client's LoadPropertyPlaqueComponent makes it from the registry. Nothing of it is sent or done on the server yet.
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*/
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class PropertyPlaqueComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_PLAQUE;
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PropertyPlaqueComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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};
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#endif // PROPERTYPLAQUECOMPONENT_H
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