mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
30 lines
814 B
C++
30 lines
814 B
C++
/*
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* Darkflame Universe
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* Copyright 2023
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*/
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#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
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#define __RIGIDBODYPHANTOMPHYSICS_H__
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#include "BitStream.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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/**
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* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
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* bananas that fall from trees in GF.
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*/
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class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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};
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#endif // __RIGIDBODYPHANTOMPHYSICS_H__
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