using Cyber.Entities.SyncBases;
namespace Cyber.Networking.Clientside {
///
/// Represents a connected player on the clientside. This class is used by clients.
/// The C stands for "Client".
///
public class CConnectedPlayer {
///
/// Connection ID on the global perspective.
///
public readonly int ConnectionID;
///
/// The player's controlled character.
///
public Character Character;
///
/// Create a connected player on the Clientside and give it it's ID.
///
/// Connection ID of the player.
public CConnectedPlayer(int connectionID) {
ConnectionID = connectionID;
}
}
}