Enabled server broadcasting PlayerDamage events to other players to make damage indicators work
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@@ -11,6 +11,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
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// Bind
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if (port == 0) {
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@@ -411,12 +412,22 @@ bool Server::OnComponentDeleted(const Events::ComponentDeleted & e)
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Packet packet = Packet(MessageType::ComponentDeleted);
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packet.WritePrimitive<EntityID>(e.Entity);
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packet.WriteString(e.ComponentType);
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reliableBroadcast(packet);
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reliableBroadcast(packet);
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}
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}
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return false;
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}
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bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
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{
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Packet packet(MessageType::OnPlayerDamage);
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packet.WritePrimitive(e.Inflictor.ID);
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packet.WritePrimitive(e.Victim.ID);
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packet.WritePrimitive(e.Damage);
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reliableBroadcast(packet);
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return false;
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}
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void Server::parseClientPing()
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{
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