Major networking refactoring to allow for snapshot filtering outside of netcode
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#ifndef MultiplayerSnapshotFilter_h__
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#define MultiplayerSnapshotFilter_h__
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#include "Core/EventBroker.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/SnapshotFilter.h"
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#include "Network/EInterpolate.h"
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class MultiplayerSnapshotFilter : public SnapshotFilter
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{
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public:
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MultiplayerSnapshotFilter(EventBroker* eventBroker);
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virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
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private:
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EventBroker* m_EventBroker;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
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};
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#endif
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