We are now sending EPlayerDamage events.

Client now listens to EPlayerDamage events and send them to Server.
Server publishes EPlayerDamage events received from Client.
This commit is contained in:
Jocke
2016-01-14 10:16:11 +01:00
parent a060640da3
commit db18a45368
5 changed files with 35 additions and 15 deletions
+4 -1
View File
@@ -16,6 +16,7 @@
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
class Client : public Network
{
@@ -79,11 +80,13 @@ private:
bool isConnected();
EntityID createPlayer();
bool hasMappedEntity(EntityID entityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayeDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
};
#endif