Server now broadcasts certain input commands to all other clients (for stuff like shooting)
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@@ -48,6 +48,7 @@ private:
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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@@ -64,6 +65,7 @@ private:
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void broadcast(Packet& packet);
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void sendSnapshot();
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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