using QSB.Player; using QSB.WorldSync; using System.Collections.Generic; namespace QSB.QuantumSync.WorldObjects; public interface IQSBQuantumObject : IWorldObject { /// /// whether the controlling player is always the host
/// also means this object is considered always enabled ///
bool HostControls { get; } uint ControllingPlayer { get; set; } bool IsEnabled { get; } List GetAttachedShapes(); void SetIsQuantum(bool isQuantum); VisibilityObject GetVisibilityObject(); void OnTakeProbeSnapshot(PlayerInfo player, ProbeCamera.ID cameraId); void OnRemoveProbeSnapshot(PlayerInfo player); List GetVisibleToProbePlayers(); }