Files
DarkflameServer/dGame/dComponents/Sound/SoundAmbient2DComponent.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

18 lines
560 B
C++

#ifndef SOUNDAMBIENT2DCOMPONENT_H
#define SOUNDAMBIENT2DCOMPONENT_H
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* A 2D ambient sound the client plays, as the client's LWOSoundAmbient2DComponent; the server sends nothing for it.
*/
class SoundAmbient2DComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_AMBIENT_2D;
SoundAmbient2DComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
};
#endif // SOUNDAMBIENT2DCOMPONENT_H