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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
17 lines
493 B
C++
17 lines
493 B
C++
/*
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* Darkflame Universe
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* Copyright 2023
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*/
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#include "RigidbodyPhantomPhysicsComponent.h"
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#include "Entity.h"
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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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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void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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}
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