Barriers are working corretly, but are way too slow
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@@ -64,7 +64,15 @@ void RoomData::RunFrame() {
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for (auto& it : creatureList) {
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CreaturePacket packet;
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copyCreatureToPacket(&packet, std::get<1>(it), std::get<0>(it));
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packet.type = std::get<2>(it) != 0 ? SerialPacketType::CREATURE_UPDATE : SerialPacketType::CREATURE_UNLOAD;
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//interpret the event
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if (std::get<2>(it) & 1) {
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packet.type = SerialPacketType::CREATURE_UPDATE;
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}
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if (std::get<2>(it) & 2) {
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packet.type = SerialPacketType::CREATURE_UNLOAD;
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}
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packet.roomIndex = roomIndex;
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, std::get<1>(it)->GetOrigin(), INFLUENCE_RADIUS);
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}
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@@ -73,7 +81,12 @@ void RoomData::RunFrame() {
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for (auto& it : barrierList) {
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BarrierPacket packet;
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copyBarrierToPacket(&packet, std::get<1>(it), std::get<0>(it));
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packet.type = std::get<2>(it) != 0 ? SerialPacketType::BARRIER_UPDATE : SerialPacketType::BARRIER_UNLOAD;
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//interpret the event
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if (std::get<2>(it) & 1 || std::get<2>(it) & 2) {
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packet.type = SerialPacketType::BARRIER_UPDATE;
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}
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packet.roomIndex = roomIndex;
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, std::get<1>(it)->GetOrigin(), INFLUENCE_RADIUS);
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}
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