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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
17 lines
536 B
C++
17 lines
536 B
C++
#include "PlayerForcedMovementComponent.h"
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PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent) : Component(parent) {
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m_Parent = parent;
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}
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PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
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void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyInfo || bIsInitialUpdate);
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if (m_DirtyInfo || bIsInitialUpdate) {
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outBitStream.Write(m_PlayerOnRail);
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outBitStream.Write(m_ShowBillboard);
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}
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m_DirtyInfo = false;
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}
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