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Copy file name to clipboardExpand all lines: Server/Components/Vehicles/vehicles_impl.hpp
+20-2Lines changed: 20 additions & 2 deletions
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@@ -16,7 +16,7 @@
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usingnamespaceImpl;
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classVehiclesComponentfinal : public IVehiclesComponent, public CoreEventHandler, public PlayerConnectEventHandler, public PlayerChangeEventHandler, public PlayerUpdateEventHandler, public PoolEventHandler<IPlayer>
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classVehiclesComponentfinal : public IVehiclesComponent, public CoreEventHandler, public PlayerConnectEventHandler, public PlayerChangeEventHandler, public PlayerUpdateEventHandler, public PlayerDamageEventHandler, public PoolEventHandler<IPlayer>
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{
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private:
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ICore* core = nullptr;
@@ -335,6 +335,7 @@ class VehiclesComponent final : public IVehiclesComponent, public CoreEventHandl
Copy file name to clipboardExpand all lines: Server/Source/player_pool.hpp
+1-13Lines changed: 1 addition & 13 deletions
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@@ -376,11 +376,7 @@ struct PlayerPool final : public IPlayerPool, public NetworkEventHandler, public
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Player& player = static_cast<Player&>(peer);
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// Keep a record of current state before changing it to wasted, and do not dispatch state change event
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// We're doing this so state change event listeners don't reset player data (like removing the link between player and the vehicle they're in when dead)
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// Then dispatch the event manually later, after onPlayerDeath event dispatch.
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