Merge remote-tracking branch 'origin/Networking' into Networking
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@@ -0,0 +1,19 @@
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#ifndef EPlayerSpawned_h__
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#define EPlayerSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerSpawned : Event
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{
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int PlayerID;
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EntityWrapper Player;
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EntityWrapper Spawner;
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};
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}
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#endif
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@@ -26,6 +26,7 @@ struct EntityWrapper
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bool HasComponent(const std::string& componentName);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid();
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ComponentWrapper operator[](const char* componentName);
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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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@@ -15,7 +15,7 @@
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../../Game/Events/EPlayerSpawned.h"
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#include "../Core/EPlayerSpawned.h"
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class RenderSystem : public ImpureSystem
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{
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