Refactoring. Client and server has Update Loop that runs before any game logic each frame.
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@@ -50,6 +50,9 @@ private:
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// Network methods
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void NetworkFunction();
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Client m_Client;
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Server m_Server;
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bool m_IsClient = false;
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EventRelay<Game, Events::InputCommand> m_EInputCommand;
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bool debugOnInputCommand(const Events::InputCommand& e);
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