The logic for removing the world is working but when we send the map again the clients memory usage goes crazy.

This commit is contained in:
Jocke
2016-03-12 17:49:50 +01:00
parent 0c1a2d3160
commit c544f349fd
9 changed files with 64 additions and 12 deletions
@@ -4,6 +4,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
class SpectatorCameraSystem : public ImpureSystem
{
@@ -15,11 +16,14 @@ public:
private:
int m_PickedTeam;
bool m_CamSetToTeamPick;
void reset();
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
bool OnReset(const Events::Reset& e);
};
#endif