You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
50 lines
2.2 KiB
C++
50 lines
2.2 KiB
C++
/*
|
|
* 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.
|
|
*
|
|
*/
|
|
|
|
ADD_ASPECT(eEA_Script, 0)
|
|
ADD_ASPECT(eEA_Physics, 1)
|
|
ADD_ASPECT(eEA_GameClientStatic, 2)
|
|
ADD_ASPECT(eEA_GameServerStatic, 3)
|
|
ADD_ASPECT(eEA_GameClientDynamic, 4)
|
|
ADD_ASPECT(eEA_GameServerDynamic, 5)
|
|
ADD_ASPECT(eEA_GameClientA, 6)
|
|
ADD_ASPECT(eEA_GameServerA, 7)
|
|
ADD_ASPECT(eEA_GameClientB, 8)
|
|
ADD_ASPECT(eEA_GameServerB, 9)
|
|
ADD_ASPECT(eEA_GameClientC, 10)
|
|
ADD_ASPECT(eEA_GameServerC, 11)
|
|
ADD_ASPECT(eEA_GameClientD, 12)
|
|
ADD_ASPECT(eEA_GameClientE, 13)
|
|
ADD_ASPECT(eEA_GameClientF, 14)
|
|
ADD_ASPECT(eEA_GameClientG, 15)
|
|
ADD_ASPECT(eEA_GameClientH, 16)
|
|
ADD_ASPECT(eEA_GameClientI, 17)
|
|
ADD_ASPECT(eEA_GameClientJ, 18)
|
|
ADD_ASPECT(eEA_GameServerD, 19)
|
|
ADD_ASPECT(eEA_GameClientK, 20)
|
|
ADD_ASPECT(eEA_Aspect29, 21)
|
|
ADD_ASPECT(eEA_Aspect30, 22)
|
|
ADD_ASPECT(eEA_Aspect31, 23)
|
|
ADD_ASPECT(eEA_GameClientO, 24)
|
|
ADD_ASPECT(eEA_GameClientP, 25)
|
|
|
|
// We currently don't have room for these due to replica data set limits.
|
|
// If a game requires more, the recommendation is just not use the shim,
|
|
// and use replica/replica chunks instead. That's the long term plan anyway,
|
|
// so it's unlikely we'll bother supporting more for the shim. If the need
|
|
// does arise, it can be done by devoting two separate replica chunks to
|
|
// the entity replica for handling aspects.
|
|
//eEA_GameServerE = 0x10000000u, // aspect 28
|
|
//eEA_GameClientL = 0x00800000u, // aspect 23
|
|
//eEA_GameClientM = 0x01000000u, // aspect 24
|
|
//eEA_GameClientN = 0x02000000u, // aspect 25
|