Hopeless attempts to fix network bugs
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@@ -187,7 +187,7 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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{
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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EntityWrapper entity(m_World, entityID);
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if (entityID != EntityID_Invalid && !shouldSendToClient(entity)) {
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if (!entity.Valid() || !shouldSendToClient(entity)) {
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return;
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}
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