#include "Replica.h" // An implementation of Replica that passes all calls up to a parent class // Used if I don't want my game class to inherit from Replica class ReplicaMember : public Replica { virtual ReplicaReturnResult SendConstruction( RakNetTime currentTime, PlayerID playerId, RakNet::BitStream *outBitStream, bool *includeTimestamp ); virtual void SendDestruction(RakNet::BitStream *outBitStream, PlayerID playerId); virtual ReplicaReturnResult ReceiveDestruction(RakNet::BitStream *inBitStream, PlayerID playerId); virtual ReplicaReturnResult SendScopeChange(bool inScope, RakNet::BitStream *outBitStream, RakNetTime currentTime, PlayerID playerId); virtual ReplicaReturnResult ReceiveScopeChange(RakNet::BitStream *inBitStream, PlayerID playerId); virtual ReplicaReturnResult Serialize(bool *sendTimestamp, RakNet::BitStream *outBitStream, RakNetTime lastSendTime, PacketPriority *priority, PacketReliability *reliability, RakNetTime currentTime, PlayerID playerId); virtual ReplicaReturnResult Deserialize(RakNet::BitStream *inBitStream, RakNetTime timestamp, RakNetTime lastDeserializeTime, PlayerID playerId ); virtual bool IsNetworkIDAuthority(void) const; // Safety check so the user does not forget to call SetParent virtual bool RequiresSetParent(void) const; };