U3D
Open-source, cross-platform 2D and 3D game engine built in C++
|
Per-object attribute state for network replication, allocated on demand. More...
#include </var/dev/u3d/stable/Source/Urho3D/Scene/ReplicationState.h>
Public Attributes | |
const Vector< AttributeInfo > * | attributes_ {} |
Cached network attribute infos. | |
Vector< Variant > | currentValues_ |
Current network attribute values. | |
Vector< Variant > | previousValues_ |
Previous network attribute values. | |
PODVector< ReplicationState * > | replicationStates_ |
Replication states that are tracking this object. | |
VariantMap | previousVars_ |
Previous user variables. | |
unsigned long long | interceptMask_ {} |
Bitmask for intercepting network messages. Used on the client only. | |
Per-object attribute state for network replication, allocated on demand.