The server will now parse a death event and pass it forward with a KillDeath event to the score system.
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#ifndef Events_KillDeath_h__
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#define Events_KillDeath_h__
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#include "Core/EventBroker.h"
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typedef unsigned int PlayerID;
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namespace Events
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{
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struct KillDeath : public Event
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{
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PlayerID Casualty = -1;
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PlayerID Killer = -1;
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};
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}
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#endif
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