GL - uppdate server
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@ -5,6 +5,7 @@
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#include <Protocols.h>
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include "Camera.h"
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#include "Camera.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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@ -143,6 +144,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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{
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DanBias::GameServerAPI::ServerUpdate();
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switch (privData->state)
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switch (privData->state)
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{
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{
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case gameStateState_loading:
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case gameStateState_loading:
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@ -4,6 +4,7 @@
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#include "C_obj/C_Player.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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@ -86,9 +87,14 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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// update animation
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// update animation
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// send data to server
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// send data to server
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// check data from server
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// check data from server
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DanBias::GameServerAPI::ServerUpdate();
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if( KeyInput->IsKeyPressed(DIK_G))
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if( KeyInput->IsKeyPressed(DIK_G))
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return ClientState_Game;
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{
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DanBias::GameServerAPI::GameStart();
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return ClientState_Game;
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}
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return ClientState_Same;
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return ClientState_Same;
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}
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}
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bool LobbyState::Render()
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bool LobbyState::Render()
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