Enabled server broadcasting PlayerDamage events to other players to make damage indicators work
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@@ -119,6 +119,9 @@ void Client::parseMessageType(Packet& packet)
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case MessageType::ComponentDeleted:
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parseComponentDeletion(packet);
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break;
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case MessageType::OnPlayerDamage:
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parsePlayerDamage(packet);
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break;
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default:
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break;
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}
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@@ -409,12 +412,17 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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{
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if (e.Inflictor != m_LocalPlayer) {
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return false;
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}
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Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
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packet.WritePrimitive(e.Damage);
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m_Reliable.Send(packet);
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return false;
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return true;
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}
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bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
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@@ -425,6 +433,18 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
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return true;
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}
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void Client::parsePlayerDamage(Packet& packet)
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{
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Events::PlayerDamage e;
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e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
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e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
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e.Damage = packet.ReadPrimitive<double>();
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// Don't rebroadcast our own player damage events or we'll have an infinite loop!
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if (e.Inflictor != m_LocalPlayer) {
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m_EventBroker->Publish(e);
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}
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}
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void Client::sendLocalPlayerTransform()
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{
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if (!m_LocalPlayer.Valid()) {
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