Refactoring. Client and server has Update Loop that runs before any game logic each frame.
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+14
-14
@@ -2,20 +2,20 @@
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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{
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//if (player["Forward"]) {
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// ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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//}
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//if (player["Left"]) {
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// ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
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//}
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//if (player["Back"]) {
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// ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
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//}
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//if (player["Right"]) {
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// ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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//}
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//ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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//(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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if (player["Forward"]) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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if (player["Left"]) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
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}
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if (player["Back"]) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
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}
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if (player["Right"]) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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}
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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//m_EventBroker->Process<PlayerSystem>();
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