#include "EntityChangedUpdate.h" #include "Game.h" #include "EntityType.h" EntityChangedUpdate::EntityChangedUpdate( int entityId, Framework::Vec3 pos, int dimension ) : WorldUpdate( EntityChangedUpdateType::ID, dimension, pos, pos ), entityId( entityId ) {} EntityChangedUpdate::~EntityChangedUpdate() {} void EntityChangedUpdate::onUpdate( Dimension* zDimension ) {} void EntityChangedUpdate::write( Framework::StreamWriter* zWriter ) { Entity* entity = Game::INSTANCE->zEntity( entityId, getAffectedDimension() ); if( entity ) { int type = entity->zType()->getId(); zWriter->schreibe( (char*)&entityId, 4 ); zWriter->schreibe( (char*)&type, 4 ); StaticRegistry::INSTANCE.zElement( type )->saveEntity( entity, zWriter ); } else { int id = -1; zWriter->schreibe( (char*)&id, 4 ); } } EntityChangedUpdateType::EntityChangedUpdateType() : WorldUpdateType( ID ) {}