#include "PrecompiledHeader.h" #include "RaySystem.h" #include "World.h" void Systems::RaySystem::Initialize() { // Subscribe to events EVENT_SUBSCRIBE_MEMBER(m_ECastRay, &Systems::RaySystem::OnCastRay); } void Systems::RaySystem::Update(double dt) { } void Systems::RaySystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { } bool Systems::RaySystem::OnCastRay(const Events::CastRay &event) { Ray r; return true; }