Added conditional spawning based on whether the running instance is a server or not
This commit is contained in:
@@ -4,6 +4,7 @@
|
||||
#include "Events/ESpawnerSpawn.h"
|
||||
#include "Events/EPlayerSpawned.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
class PlayerSpawnSystem : public ImpureSystem
|
||||
{
|
||||
@@ -19,8 +20,11 @@ private:
|
||||
ComponentInfo::EnumType Team;
|
||||
};
|
||||
|
||||
bool m_NetworkEnabled = false;
|
||||
std::vector<SpawnRequest> m_SpawnRequests;
|
||||
|
||||
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
std::vector<SpawnRequest> m_SpawnRequests;
|
||||
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
};
|
||||
Reference in New Issue
Block a user