The server will now parse a death event and pass it forward with a KillDeath event to the score system.
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@@ -21,6 +21,8 @@
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#include "Core/EEntityDeleted.h"
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#include "Core/EComponentDeleted.h"
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#include "Core/EAmmoPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "Network/EKillDeath.h"
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class Server : public Network
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{
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@@ -77,7 +79,8 @@ private:
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void parseOnPlayerDamage(Packet& packet);
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void identifyPacketLoss();
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void kick(PlayerID player);
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PlayerID GetPlayerIDFromEndpoint();
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PlayerID getPlayerIDFromEndpoint();
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PlayerID getPlayerIDFromEntityID();
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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@@ -103,6 +106,8 @@ private:
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
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bool OnAmmoPickup(const Events::AmmoPickup& e);
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EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::PlayerDeath& e);
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};
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#endif
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