Encapsulated the Character class
This commit is contained in:
+71
-92
@@ -39,15 +39,13 @@ InWorld::InWorld(
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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std::map<int, CombatData>* argCombatMap,
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std::map<int, CharacterData>* argCharacterMap
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CharacterMap* argCharacterMap
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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combatMap(*argCombatMap),
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characterMap(*argCharacterMap)
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{
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//setup the utility objects
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@@ -111,8 +109,8 @@ void InWorld::Update(double delta) {
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//update the camera
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if(localCharacter) {
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camera.x = localCharacter->origin.x - camera.marginX;
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camera.y = localCharacter->origin.y - camera.marginY;
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.y = localCharacter->GetOrigin().y - camera.marginY;
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}
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//check the map
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@@ -178,77 +176,60 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->motion.x += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_DOWN:
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if (localCharacter) {
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localCharacter->motion.y += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->motion.x += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->motion.y += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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case SDLK_DOWN:
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if (localCharacter) {
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localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_DOWN:
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motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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//-------------------------
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@@ -289,36 +270,35 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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}
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//create the character object
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CharacterData& character = characterMap[argPacket->characterIndex];
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Character& newCharacter = characterMap[argPacket->characterIndex];
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//fill out the character's members
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character.handle = argPacket->handle;
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character.avatar = argPacket->avatar;
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newCharacter.SetHandle(argPacket->handle);
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newCharacter.SetAvatar(argPacket->avatar);
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character.sprite.LoadSurface(config["dir.sprites"] + character.avatar, 4, 4);
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character.bounds = {CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT};
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newCharacter.GetSprite()->LoadSurface(config["dir.sprites"] + newCharacter.GetAvatar(), 4, 4);
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character.roomIndex = argPacket->roomIndex;
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character.origin = argPacket->origin;
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character.motion = argPacket->motion;
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newCharacter.SetOrigin(argPacket->origin);
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newCharacter.SetMotion(argPacket->motion);
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character.stats = argPacket->stats;
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(*newCharacter.GetStats()) = argPacket->stats;
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//bookkeeping code
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character.CorrectSprite();
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newCharacter.CorrectSprite();
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//catch this client's player object
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if (argPacket->accountIndex == accountIndex && !localCharacter) {
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characterIndex = argPacket->characterIndex;
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localCharacter = &character;
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localCharacter = &newCharacter;
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//setup the camera
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//TODO: move this?
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//center on the player's character
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camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite.GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite.GetImage()->GetClipH() / 2);
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camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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}
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}
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@@ -341,13 +321,12 @@ void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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return;
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}
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CharacterData& character = characterMap[argPacket->characterIndex];
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Character& character = characterMap[argPacket->characterIndex];
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//other characters moving
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if (argPacket->characterIndex != characterIndex) {
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character.roomIndex = argPacket->roomIndex;
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character.origin = argPacket->origin;
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character.motion = argPacket->motion;
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character.SetOrigin(argPacket->origin);
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character.SetMotion(argPacket->motion);
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character.CorrectSprite();
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}
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}
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@@ -388,10 +367,10 @@ void InWorld::SendPlayerUpdate() {
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newPacket.characterIndex = characterIndex;
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//NOTE: omitting the handle and avatar here
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newPacket.accountIndex = accountIndex;
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newPacket.roomIndex = localCharacter->roomIndex;
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newPacket.origin = localCharacter->origin;
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newPacket.motion = localCharacter->motion;
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newPacket.stats = localCharacter->stats;
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newPacket.roomIndex = 0; //TODO: room index
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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newPacket.stats = *localCharacter->GetStats();
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//TODO: gameplay components: equipment, items, buffs, debuffs
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