#pragma once /** * @brief Dispatched when an actor should be removed from the world. * * This happens whenever a player leaves, and the player actor needs to be cleaned up on * remote clients, or whenever there is no new owner to be found for an NPC. */ struct CharacterRemoveEvent { CharacterRemoveEvent(const uint32_t aServerId) : ServerId(aServerId) { } uint32_t ServerId; };