AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
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@@ -20,6 +20,7 @@
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#include "../Game/Events/EDoubleJump.h"
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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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class Server : public Network
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{
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@@ -88,7 +89,7 @@ private:
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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// Events
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
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@@ -99,6 +100,8 @@ private:
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bool OnComponentDeleted(const Events::ComponentDeleted& e);
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EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
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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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};
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#endif
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