Enabled server broadcasting PlayerDamage events to other players to make damage indicators work
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@@ -81,6 +81,7 @@ private:
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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@@ -91,7 +92,8 @@ private:
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
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bool OnComponentDeleted(const Events::ComponentDeleted& e);
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bool shouldSendToClient(EntityWrapper childEntity);
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EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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};
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#endif
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