////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <server/ServerPlayerAimHandler.h>
#include <server/ScorchedServer.h>
#include <coms/ComsPlayerAimMessage.h>

ServerPlayerAimHandler *ServerPlayerAimHandler::instance()
{
	static ServerPlayerAimHandler *instance = 
		new ServerPlayerAimHandler;
	return instance;
}

ServerPlayerAimHandler::ServerPlayerAimHandler()
{
	ScorchedServer::instance()->getComsMessageHandler().addHandler(
		"ComsPlayerAimMessage",
		this);
}

ServerPlayerAimHandler::~ServerPlayerAimHandler()
{
}

bool ServerPlayerAimHandler::processMessage(unsigned int destinationId,
	const char *messageType,
									NetBufferReader &reader)
{
	ComsPlayerAimMessage message;
	if (!message.readMessage(reader)) return false;

	return true;
}

