Menu should now show the correct server IP instead of default.
Start of a StartMenu entity that will show when the game is started.
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@@ -23,8 +23,8 @@ bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
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EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
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if(serverIdentityEntity.Valid()) {
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Events::ConnectRequest event;
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event.IP = (std::string)entity["ServerIdentity"]["IP"];
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event.Port = (int)entity["ServerIdentity"]["Port"];
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event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"];
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event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"];
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printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port);
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m_EventBroker->Publish(event);
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}
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@@ -37,11 +37,12 @@ bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
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for (int i = 0; i < e.Serverlist.size(); i++) {
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//Create Identities for each server and place them on the right position.
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EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner);
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EntityWrapper serverIdentityEntity = newIdentity.FirstChildByName("ServerIdentity");
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glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"];
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(glm::vec3&)newIdentity["Transform"]["Position"] = offset * (float)i;
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(glm::vec3&)serverIdentityEntity["Transform"]["Position"] = offset * (float)i;
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auto& cIdentity = newIdentity["ServerIdentity"];
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auto& cIdentity = serverIdentityEntity["ServerIdentity"];
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(std::string&)cIdentity["IP"] = e.Serverlist[i].Address;
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(std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name;
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(int&)cIdentity["Port"] = e.Serverlist[i].Port;
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