F4MP/codigos originales/tiltedcode/Code/client/Systems/CacheSystem.h

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#pragma once
struct World;
struct Actor;
/**
* @brief Used to cache data to compare against the current data.
*
* This prevents an unnecessary amount of data usage.
*/
struct CacheSystem
{
/**
* @brief Sets up the cache for the relevant systems per actor.
*/
static void Setup(World& aWorld, entt::entity aEntity, Actor* apActor) noexcept;
};