/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #ifndef CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTUSER_H #define CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTUSER_H #pragma once #include //! Deprecated //! Provides a mechanism for games to add a custom component into game entities. It was done this way to //! create an abstraction between engine side components and game specific components. //! Currently it is used by CryAction to create the GameObject component. struct IComponentUser : public IComponent { // DECLARE_COMPONENT_TYPE("ComponentUser", 0x536C627644404E1E, 0x8176BFB53907F064) IComponentUser() {} ComponentEventPriority GetEventPriority(const int eventID) const override { return EntityEventPriority::User; } // }; DECLARE_SMART_POINTERS(IComponentUser); #endif // CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTUSER_H