#ifndef SSPAPPLICATION_ENTITIES_LEVERENTITY_H
#define SSPAPPLICATION_ENTITIES_LEVERENTITY_H
#include "Entity.h"

struct LeverSyncState {
	int entityID;
	bool iActive;
};

class LeverEntity :
	public Entity
{
private:
	//Variables
	bool m_isActive;
	float m_range;

	bool m_needSync;
public:
	LeverEntity();
	virtual ~LeverEntity();

	int Initialize(int entityID, PhysicsComponent* pComp, GraphicsComponent* gComp);

	int Update(float dT, InputHandler* inputHandler);
	int React(int entityID, EVENT reactEvent);

	//For now we check only if the player is close enough
	int CheckPressed(DirectX::XMFLOAT3 playerPos);

private:
	//Functions
};

#endif
#ifndef SSPAPPLICATION_ENTITIES_LEVERENTITY_H
#define SSPAPPLICATION_ENTITIES_LEVERENTITY_H
#include "Entity.h"

struct LeverSyncState {

};

class LeverEntity :
	public Entity
{
private:
	//Variables
	bool m_isActive;
	float m_range;
public:
	LeverEntity();
	virtual ~LeverEntity();

	int Initialize(int entityID, PhysicsComponent* pComp, GraphicsComponent* gComp);

	int Update(float dT, InputHandler* inputHandler);
	int React(int entityID, EVENT reactEvent);

	//For now we check only if the player is close enough
	int CheckPressed(DirectX::XMFLOAT3 playerPos);

private:
	//Functions
};

#endif
--- 
+++ 
@@ -3,7 +3,8 @@
 #include "Entity.h"
 
 struct LeverSyncState {
-
+	int entityID;
+	bool iActive;
 };
 
 class LeverEntity :
@@ -13,6 +14,8 @@
 	//Variables
 	bool m_isActive;
 	float m_range;
+
+	bool m_needSync;
 public:
 	LeverEntity();
 	virtual ~LeverEntity();
UPDATE Lever entity sync state
