fix gcc build
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@@ -108,7 +108,7 @@ int main(int argc, char** argv) {
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display.OnKeyDown.Connect([&simulation](SDL_Keycode key){
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if (key == SDLK_A) {
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auto spawn = std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
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std::array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
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td::Array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
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steps[0].push_back(spawn);
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td::protocol::packets::LockStepsPacket packet{0, steps};
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simulation.HandlePacket(packet);
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@@ -25,15 +25,15 @@ bool GameHistory::HasNextStep() const {
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return HasLockStep(m_Cursor);
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}
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void GameHistory::FromPacket(td::protocol::pdata::LockSteps&& a_Steps) {
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void GameHistory::FromPacket(protocol::pdata::LockSteps&& a_Steps) {
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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protocol::LockStep& step = a_Steps.m_LockSteps[i];
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SetLockStep(i + a_Steps.m_FirstFrameNumber, std::move(step));
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}
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}
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td::protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
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std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
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protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
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Array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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steps[i] = GetLockStep(a_StartIndex + i);
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}
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