Working damage dealing, a super cool reload effect and hit markers!
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@@ -299,8 +299,9 @@ void Server::parseOnInputCommand(Packet& packet)
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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Events::PlayerDamage e;
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e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Damage = packet.ReadPrimitive<double>();
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e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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