2017-05-10 15:05:02 +02:00
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using Cyber.Entities.SyncBases;
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2017-05-09 03:25:04 +02:00
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namespace Cyber.Networking.Clientside {
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/// <summary>
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/// Represents a connected player on the clientside. This class is used by clients.
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/// The C stands for "Client".
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/// </summary>
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2017-05-09 18:42:28 +02:00
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public class CConnectedPlayer {
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2017-05-09 03:25:04 +02:00
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/// <summary>
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/// Connection ID on the global perspective.
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/// </summary>
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public readonly int ConnectionID;
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/// <summary>
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/// The player's controlled character.
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/// </summary>
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public Character Character;
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2017-05-09 06:15:34 +02:00
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/// <summary>
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/// Create a connected player on the Clientside and give it it's ID.
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/// </summary>
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/// <param name="connectionID">Connection ID of the player.</param>
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2017-05-09 03:25:04 +02:00
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public CConnectedPlayer(int connectionID) {
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ConnectionID = connectionID;
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}
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}
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}
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