fixup! Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky
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@@ -20,7 +20,7 @@
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EInterpolate.h"
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#include "Game/Events/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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class Client : public Network
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{
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@@ -15,8 +15,7 @@
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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class Server : public Network
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{
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@@ -1,7 +1,7 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Events/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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@@ -2,7 +2,7 @@
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Events/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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