Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress...
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@@ -35,6 +35,8 @@ public:
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void Connect(std::string address, int port);
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void Update() override;
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std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
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void parseSpawnEvents();
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// Save for children
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std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
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