generated from Persson-dev/Godot-Xmake
move files into client folder
This commit is contained in:
@@ -1,36 +0,0 @@
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#pragma once
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#include "Player.h"
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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namespace blitz {
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class FirstPersonPlayer : public Player {
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GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
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protected:
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static void _bind_methods();
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public:
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FirstPersonPlayer();
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~FirstPersonPlayer();
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// Godot overrides
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void _unhandled_input(const godot::Ref<godot::InputEvent>&);
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void _physics_process(float delta);
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void _ready() override;
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private:
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godot::Camera3D* m_Camera;
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godot::Node3D* m_Head;
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float m_BobTime;
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float m_Speed;
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void UpdateBobbing(float delta);
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void UpdateFOV(float delta);
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void UpdateCamera(const godot::InputEventMouseMotion&);
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void UpdatePosition(float delta);
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void UpdateAnimation(float delta);
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};
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} // namespace blitz
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32
src/Lobby.h
32
src/Lobby.h
@@ -1,32 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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#include "NetworkInterface.h"
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namespace blitz {
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class Lobby : public godot::Node {
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GDCLASS(Lobby, godot::Node)
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protected:
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static void _bind_methods();
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public:
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Lobby();
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~Lobby();
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void _ready() override;
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godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
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godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
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void Shutdown();
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private:
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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void OnConnectOk();
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void OnConnectFail();
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void OnServerDisconnected();
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};
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} // namespace blitz
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19
src/Main.h
19
src/Main.h
@@ -1,19 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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namespace blitz {
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class Main : public godot::Node {
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GDCLASS(Main, godot::Node)
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protected:
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static void _bind_methods();
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public:
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Main();
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~Main();
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void ChangeScene();
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};
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} // namespace blitz
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@@ -1,32 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/button.hpp>
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#include <godot_cpp/classes/control.hpp>
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namespace blitz {
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class MainMenu : public godot::Control {
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GDCLASS(MainMenu, godot::Control)
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protected:
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static void _bind_methods();
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public:
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MainMenu();
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~MainMenu();
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// Godot overrides
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void _ready() override;
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private:
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godot::Button* m_JoinButton;
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godot::Button* m_CreateButton;
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godot::Button* m_QuitButton;
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void OnConnected();
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void OnJoinPressed();
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void OnCreatePressed();
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void OnQuitPressed();
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};
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} // namespace blitz
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@@ -1,26 +0,0 @@
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#pragma once
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#include <blitz/protocol/Packets.h>
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/protocol/PacketDispatcher.h>
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namespace blitz {
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class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
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GDCLASS(NetworkInterface, godot::Node)
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protected:
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static void _bind_methods();
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public:
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NetworkInterface();
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~NetworkInterface();
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void BroadcastPacket(const protocol::Packet& a_Packet);
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void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet);
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void _ready() override;
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private:
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void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
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};
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} // namespace blitz
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44
src/Player.h
44
src/Player.h
@@ -1,44 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <blitz/common/Types.h>
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namespace blitz {
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class World;
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class Player : public godot::CharacterBody3D {
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GDCLASS(Player, godot::CharacterBody3D);
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protected:
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static void _bind_methods();
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public:
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Player();
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~Player();
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void _ready();
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void _physics_process(float delta);
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void animate(float delta);
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godot::Vector3 GetCameraRotation() const;
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void SetCameraRotation(const godot::Vector3& a_Rotation);
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PlayerID GetId() const {
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return m_PeerId;
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}
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protected:
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godot::Node3D* m_Mesh;
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godot::AnimationTree* m_AnimationTree;
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godot::Vector3 m_SnapVector;
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float m_Speed;
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PeerID m_PeerId;
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friend class World;
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};
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} // namespace blitz
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32
src/Server.h
32
src/Server.h
@@ -1,32 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/common/Types.h>
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namespace blitz {
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class Lobby;
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class NetworkInterface;
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class Server : public godot::Node {
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GDCLASS(Server, godot::Node)
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protected:
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static void _bind_methods();
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public:
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Server();
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~Server();
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void _ready() override;
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void OnPlayerConnect(PeerID a_PeerId);
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void OnPlayerDisconnect(PeerID a_PeerId);
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private:
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Lobby* m_Lobby;
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NetworkInterface* m_NetworkInterface;
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godot::TypedArray<PeerID> m_Peers;
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};
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} // namespace blitz
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41
src/World.h
41
src/World.h
@@ -1,41 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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#include <blitz/protocol/PacketHandler.h>
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namespace blitz {
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class Player;
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class NetworkInterface;
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class World : public godot::Node3D, public protocol::PacketHandler {
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GDCLASS(World, godot::Node3D)
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protected:
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static void _bind_methods();
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public:
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World();
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~World();
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// Godot overrides
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void _ready() override;
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void _process(float delta);
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Player* GetPlayerById(PlayerID a_PlayerId);
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void HandlePacket(const protocol::packets::PlayerJoin&) override;
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void HandlePacket(const protocol::packets::PlayerLeave&) override;
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void HandlePacket(const protocol::packets::PlayerPositionAndRotation&) override;
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private:
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NetworkInterface* m_NetworkInterface;
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godot::Node* m_Players;
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float m_PassedTime;
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void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
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void RemovePlayer(PlayerID a_PlayerId);
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void SetPlayerPositionAndRotation(PlayerID a_PlayerId, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation);
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};
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} // namespace blitz
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@@ -1,4 +1,4 @@
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#include "FirstPersonPlayer.h"
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#include <client/FirstPersonPlayer.h>
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#include <godot_cpp/classes/camera3d.hpp>
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#include <godot_cpp/classes/engine.hpp>
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@@ -1,4 +1,4 @@
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#include "Lobby.h"
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#include <client/Lobby.h>
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#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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@@ -1,4 +1,4 @@
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#include "Main.h"
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#include <client/Main.h>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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@@ -7,8 +7,8 @@
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#include <godot_cpp/classes/window.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include "Lobby.h"
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#include "World.h"
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#include <client/Lobby.h>
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#include <client/World.h>
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using namespace godot;
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@@ -1,4 +1,4 @@
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#include "MainMenu.h"
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#include <client/MainMenu.h>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/scene_tree.hpp>
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@@ -1,4 +1,4 @@
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#include "NetworkInterface.h"
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#include <client/NetworkInterface.h>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketSerializer.h>
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@@ -1,4 +1,4 @@
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#include "Player.h"
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#include <client/Player.h>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/input.hpp>
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@@ -1,7 +1,7 @@
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#include "Server.h"
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#include <client/Server.h>
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#include "Lobby.h"
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#include "NetworkInterface.h"
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#include <client/Lobby.h>
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#include <client/NetworkInterface.h>
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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@@ -1,8 +1,8 @@
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#include "World.h"
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#include <client/World.h>
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#include "FirstPersonPlayer.h"
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#include "NetworkInterface.h"
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#include "Player.h"
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#include <client/FirstPersonPlayer.h>
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#include <client/NetworkInterface.h>
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#include <client/Player.h>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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@@ -1,13 +1,11 @@
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#include "register_types.h"
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#include "FirstPersonPlayer.h"
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#include "Lobby.h"
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#include "Main.h"
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#include "MainMenu.h"
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#include "NetworkInterface.h"
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#include "Player.h"
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#include "Server.h"
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#include "World.h"
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#include <client/FirstPersonPlayer.h>
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#include <client/Lobby.h>
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#include <client/Main.h>
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#include <client/MainMenu.h>
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#include <client/NetworkInterface.h>
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#include <client/Player.h>
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#include <client/Server.h>
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#include <client/World.h>
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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@@ -26,7 +24,7 @@ static void RegisterClasses() {
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GDREGISTER_CLASS(blitz::Server);
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}
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void initialize_example_module(ModuleInitializationLevel p_level) {
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static void initialize_blitz_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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@@ -34,7 +32,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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RegisterClasses();
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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static void uninitialize_blitz_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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@@ -44,8 +42,8 @@ extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAd
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const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
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init_obj.register_initializer(initialize_example_module);
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init_obj.register_terminator(uninitialize_example_module);
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init_obj.register_initializer(initialize_blitz_module);
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init_obj.register_terminator(uninitialize_blitz_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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@@ -1,11 +0,0 @@
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#ifndef GDEXAMPLE_REGISTER_TYPES_H
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#define GDEXAMPLE_REGISTER_TYPES_H
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void initialize_example_module(ModuleInitializationLevel p_level);
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void uninitialize_example_module(ModuleInitializationLevel p_level);
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#endif
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