Refactoring. Client and server has Update Loop that runs before any game logic each frame.

This commit is contained in:
stiffly
2015-12-15 14:53:56 +01:00
parent 0a8a9e5099
commit 478c692315
8 changed files with 88 additions and 57 deletions
+3
View File
@@ -50,6 +50,9 @@ private:
// Network methods
void NetworkFunction();
Client m_Client;
Server m_Server;
bool m_IsClient = false;
EventRelay<Game, Events::InputCommand> m_EInputCommand;
bool debugOnInputCommand(const Events::InputCommand& e);