LeviLamina
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ReplayStateSystem.h
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#pragma once
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#include "mc/_HeaderOutputPredefine.h"
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// auto generated inclusion list
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#include "mc/deps/ecs/ViewT.h"
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#include "mc/deps/ecs/strict/Include.h"
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// auto generated forward declare list
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// clang-format off
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class
EntitySystems
;
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class
ReplayStateComponent
;
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class
StrictEntityContext
;
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struct
ActorMovementTickNeededComponent
;
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struct
ServerPlayerCurrentMovementComponent
;
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struct
VehicleInputIntentComponent
;
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// clang-format on
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namespace
ReplayStateSystem {
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// functions
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// NOLINTBEGIN
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MCNAPI
void
_tickReplayStateSystem(
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::ViewT<
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::StrictEntityContext,
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::Include<::ActorMovementTickNeededComponent>,
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::ServerPlayerCurrentMovementComponent
const
,
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::ReplayStateComponent> playerReplayView,
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::ViewT<
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::StrictEntityContext,
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::Include<::ActorMovementTickNeededComponent>,
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::VehicleInputIntentComponent
const
,
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::ReplayStateComponent> vehicleReplayView
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);
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MCNAPI
void
registerSystems(::EntitySystems& systemRegistry);
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// NOLINTEND
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}
// namespace ReplayStateSystem
EntitySystems
Definition
EntitySystems.h:25
ReplayStateComponent
Definition
ReplayStateComponent.h:18
StrictEntityContext
Definition
StrictEntityContext.h:8
ActorMovementTickNeededComponent
Definition
ActorMovementTickNeededComponent.h:5
ServerPlayerCurrentMovementComponent
Definition
ServerPlayerCurrentMovementComponent.h:10
VehicleInputIntentComponent
Definition
VehicleInputIntentComponent.h:11
src
mc
entity
systems
ReplayStateSystem.h
Generated on
for LeviLamina by
1.16.1