Removed ESC key exit, and tweaked some comments
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@@ -53,10 +53,7 @@ struct CharacterData {
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//base statistics
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//methods
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void Update(double delta);
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@@ -41,12 +41,7 @@ struct EnemyData {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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//active gameplay members
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//NOTE: these are lost when unloaded
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@@ -44,10 +44,7 @@ struct CharacterPacket : SerialPacketBase {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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};
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#endif
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@@ -40,7 +40,7 @@ struct CombatPacket : SerialPacketBase {
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int mapIndex;
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Vector2 origin;
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//TODO: rewards
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//TODO: gameplay components: rewards
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};
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#endif
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@@ -33,12 +33,7 @@ struct EnemyPacket : SerialPacketBase {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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};
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#endif
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@@ -45,10 +45,7 @@ void serializeCharacter(CharacterPacket* packet, void* buffer) {
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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}
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void deserializeCharacter(CharacterPacket* packet, void* buffer) {
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@@ -73,8 +70,5 @@ void deserializeCharacter(CharacterPacket* packet, void* buffer) {
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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}
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@@ -40,7 +40,7 @@ void serializeCombat(CombatPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->origin.x, sizeof(double));
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SERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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//TODO: gameplay components: rewards
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}
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void deserializeCombat(CombatPacket* packet, void* buffer) {
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@@ -60,5 +60,5 @@ void deserializeCombat(CombatPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->origin.x, sizeof(double));
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DESERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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//TODO: gameplay components: rewards
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}
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@@ -37,12 +37,7 @@ void serializeEnemy(EnemyPacket* packet, void* buffer) {
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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}
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void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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@@ -57,10 +52,5 @@ void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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}
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