#include "aiPlayerObject.h" IMPLEMENT_CO_NETOBJECT_V1(AIPlayerObject); AIPlayerObject::AIPlayerObject() //: mAIControllerComponent(nullptr) { mSuperClassName = StringTable->insert("Entity"); } AIPlayerObject::~AIPlayerObject() { } bool AIPlayerObject::onAdd() { if (!Parent::onAdd()) return false; //If we don't delinate from the template, just spawn as apropos here if (!mDirtyGameObject) { //AI Controller /*mAIControllerComponent = new AIControllerComponent(); if (!mAIControllerComponent->registerObject()) { Con::errorf("PlayerObject::onAdd - unable to add mAIControllerComponent!"); return false; } mAIControllerComponent->setInternalName("aiControllerComponent"); addComponent(mAIControllerComponent);*/ } return true; } void AIPlayerObject::onRemove() { Parent::onRemove(); }