#include "Entity.h" Entity::Entity( const EntityType* zType, bool hasInventory ) : Model3D(), Inventory( { 0.f, 0.f, 0.f }, hasInventory ), zEntityType( zType ) {} Entity::~Entity() {} bool Entity::tick( double time ) { setPosition( location ); // TODO: calculate rotation based on faceDir return Model3D::tick( time ); } int Entity::getId() const { return id; } const EntityType* Entity::zType() const { return zEntityType; } int Entity::getCurrentDimension() const { return currentDimensionId; }