02-07-2014, 07:38 AM
(This post was last modified: 02-07-2014, 07:44 AM by SamJBarney.)
Currently each Entity, whether Vehicle, EXP Orb, Mob, Falling Block or Item Drop has a SpawnOn function which is used to interface with the cClientHandle. These SpawnOn functions call their respective spawning function within the cClientHandle class. We'll be moving that functionality directly into the cModelComponent.
Along with that, the cModelComponent will eventually handle collision with blocks and other entities. And possibly physics simulation, if entities were handling that before.
Sorry if I haven't been clear about its purpose. Does that help a bit?
There are a couple of other things that I want it to handle, but I am still uncertain about whether they should be a part of it.
Along with that, the cModelComponent will eventually handle collision with blocks and other entities. And possibly physics simulation, if entities were handling that before.
Sorry if I haven't been clear about its purpose. Does that help a bit?
There are a couple of other things that I want it to handle, but I am still uncertain about whether they should be a part of it.