Added position data to player objects
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@@ -216,8 +216,8 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.playerInfo.position = {0,0};
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newPacket.playerInfo.motion = {0,0};
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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network.Send(&clientMap[packet.clientInfo.index].address, &newPacket, sizeof(NetworkPacket));
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}
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}
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@@ -239,14 +239,16 @@ void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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//push this player
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playerMap[playerCounter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = playerCounter;
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packet.playerInfo.position = {0,0};
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packet.playerInfo.motion = {0,0};
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packet.playerInfo.position = playerMap[playerCounter].position;
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packet.playerInfo.motion = playerMap[playerCounter].motion;
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//actually send to everyone
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PumpPacket(packet);
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@@ -284,8 +286,8 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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}
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//server is the slave to the clients, but only for now
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// playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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// playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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PumpPacket(packet);
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}
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