Will this do the trick? Now tells the server to send HUD entities too.
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@@ -189,6 +189,7 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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for (auto it = itPair.first; it != itPair.second; it++) {
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for (auto it = itPair.first; it != itPair.second; it++) {
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EntityID childEntityID = it->second;
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EntityID childEntityID = it->second;
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
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EntityWrapper childEntity(m_World, childEntityID);
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EntityWrapper childEntity(m_World, childEntityID);
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if (!shouldSendToClient(childEntity)) {
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if (!shouldSendToClient(childEntity)) {
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continue;
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continue;
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@@ -547,7 +548,8 @@ void Server::parsePlayerTransform(Packet& packet)
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bool Server::shouldSendToClient(EntityWrapper childEntity)
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bool Server::shouldSendToClient(EntityWrapper childEntity)
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{
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{
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return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
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return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
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|| childEntity.HasComponent("CapturePointHUD");
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}
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}
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PlayerID Server::GetPlayerIDFromEndpoint()
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PlayerID Server::GetPlayerIDFromEndpoint()
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