generated from Persson-dev/Godot-Xmake
fix position sync issues
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@@ -64,14 +64,6 @@ void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
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RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
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}
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void World::HandlePacket(const protocol::packets::PlayerPositionAndRotation& a_PlayerPos) {
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const auto& data = a_PlayerPos.m_Data;
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if (data.m_Player == get_multiplayer()->get_unique_id() || data.m_Player != a_PlayerPos.m_Sender)
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return;
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SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
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}
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void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
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UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
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if (a_PlayerId == get_multiplayer()->get_unique_id()) {
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@@ -14,7 +14,8 @@ void packets::ConcretePacket<PT, Data>::Accept(PacketVisitor& a_Visitor) const {
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a_Visitor.Visit(*this);
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}
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#define DeclarePacket(PacketName, packetSendType, packetSenderType) static_assert(static_cast<unsigned>(PacketSendType::packetSendType) && static_cast<unsigned>(PacketSenderType::packetSenderType));
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#define DeclarePacket(PacketName, packetSendType, packetSenderType) \
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static_assert(static_cast<unsigned>(PacketSendType::packetSendType) && static_cast<unsigned>(PacketSenderType::packetSenderType));
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DeclareAllPacket()
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