LeviLamina
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ClientPlayerRewindSystem.h
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#pragma once
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#include "mc/_HeaderOutputPredefine.h"
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// auto generated forward declare list
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// clang-format off
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class
ActorOwnerComponent
;
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class
EntityContext
;
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class
ReplayStateComponent
;
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struct
ReplayStateTrackerComponent
;
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struct
TickingSystemWithInfo
;
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// clang-format on
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class
ClientPlayerRewindSystem
{
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public
:
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// static functions
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// NOLINTBEGIN
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MCNAPI static ::TickingSystemWithInfo
accumulateHistoryChangesSystem
();
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MCNAPI
static
void
applyHistoryChangesToLiveEntity
(
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::ReplayStateTrackerComponent
const
& postSimulationState,
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::EntityContext
& liveData
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);
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MCNAPI_C static ::TickingSystemWithInfo createCorrectionInterpolationSystem();
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MCNAPI_C static ::TickingSystemWithInfo createRewindHistorySystem();
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MCNAPI_C static ::TickingSystemWithInfo createSystem();
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MCNAPI static ::TickingSystemWithInfo
discardHistoryChangesSystem
();
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MCNAPI_C
static
void
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doRewindHistory(
::ActorOwnerComponent
& actorOwnerComponent,
::ReplayStateComponent
& replayStateComponent);
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MCNAPI_C static ::TickingSystemWithInfo publishHistoryChangesSystem();
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// NOLINTEND
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};
ActorOwnerComponent
Definition
ActorOwnerComponent.h:10
ClientPlayerRewindSystem
Definition
ClientPlayerRewindSystem.h:14
ClientPlayerRewindSystem::applyHistoryChangesToLiveEntity
static MCAPI void applyHistoryChangesToLiveEntity(::ReplayStateTrackerComponent const &postSimulationState, ::EntityContext &liveData)
ClientPlayerRewindSystem::discardHistoryChangesSystem
static MCAPI ::TickingSystemWithInfo discardHistoryChangesSystem()
ClientPlayerRewindSystem::accumulateHistoryChangesSystem
static MCAPI ::TickingSystemWithInfo accumulateHistoryChangesSystem()
EntityContext
Definition
EntityContext.h:16
ReplayStateComponent
Definition
ReplayStateComponent.h:18
ReplayStateTrackerComponent
Definition
ReplayStateTrackerComponent.h:8
TickingSystemWithInfo
Definition
TickingSystemWithInfo.h:13
src
mc
entity
systems
ClientPlayerRewindSystem.h
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