DarkflameServer/dGame/dComponents/RigidbodyPhantomPhysicsComponent.h
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

30 lines
814 B
C++

/*
* Darkflame Universe
* Copyright 2023
*/
#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
#define __RIGIDBODYPHANTOMPHYSICS_H__
#include "BitStream.h"
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
/**
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
* bananas that fall from trees in GF.
*/
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
RigidbodyPhantomPhysicsComponent(Entity* parent);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
};
#endif // __RIGIDBODYPHANTOMPHYSICS_H__