Threaded the tables through the scenes
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@@ -122,10 +122,10 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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activeScene = new LobbyMenu(&config, &network, &clientIndex, &accountIndex, &characterIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex);
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex);
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap, &enemyMap);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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