Brought client into line with server
Also added a new config file for developing over multiple machines.
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@@ -136,6 +136,7 @@ void ServerApplication::Init(int argc, char* argv[]) {
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std::cout << "Internal sizes:" << std::endl;
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DEBUG_INTERNAL_VAR(config["server.name"]);
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DEBUG_INTERNAL_VAR(NETWORK_VERSION);
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DEBUG_INTERNAL_VAR(sizeof(Region::type_t));
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DEBUG_INTERNAL_VAR(sizeof(Region));
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@@ -303,6 +304,10 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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hCharacterMovement(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::QUERY_CREATURE_EXISTS:
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//TODO: creature queries
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break;
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//chat
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case SerialPacketType::TEXT_BROADCAST:
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hTextBroadcast(static_cast<TextPacket*>(argPacket));
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@@ -656,9 +661,9 @@ void ServerApplication::hCharacterDelete(CharacterPacket* const argPacket) {
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CharacterData* characterData = characterMgr.Get(characterIndex);
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roomMgr.PopCharacter(characterData);
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//pump character delete
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//pump character unload
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.type = SerialPacketType::CHARACTER_UNLOAD;
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newPacket.characterIndex = characterIndex;
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pumpPacketProximity(static_cast<SerialPacket*>(&newPacket), characterData->GetRoomIndex());
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@@ -728,7 +733,7 @@ void ServerApplication::hCharacterUnload(CharacterPacket* const argPacket) {
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//pump character delete
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.type = SerialPacketType::CHARACTER_UNLOAD;
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newPacket.characterIndex = argPacket->characterIndex;
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pumpPacketProximity(static_cast<SerialPacket*>(&newPacket), characterData->GetRoomIndex());
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