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@ -19,6 +19,8 @@ class FrameData
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private:
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private:
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std::map<int, EntityWeakPtr> new_objects;
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std::map<int, EntityWeakPtr> new_objects;
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std::map<int, EntityWeakPtr> block_objects;
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std::map<int, EntityWeakPtr> loot_objects;
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std::map<int, PartObject> part_objects;
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std::map<int, PartObject> part_objects;
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std::set<int> del_objects;
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std::set<int> del_objects;
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std::set<int> out_objects;
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std::set<int> out_objects;
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@ -94,6 +94,8 @@ cs::SMUpdate* FrameMaker::MakeUpdateMsg(Human* hum)
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Room* room = hum->room;
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Room* room = hum->room;
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PreProcess(msg, room, hum, framedata);
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PreProcess(msg, room, hum, framedata);
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SerializeLootObjects(msg, room, hum, framedata);
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SerializeMapBlockObjects(msg, room, hum, framedata);
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SerializeNewObjects(msg, room, hum, framedata);
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SerializeNewObjects(msg, room, hum, framedata);
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SerializePartObjects(msg, room, hum, framedata);
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SerializePartObjects(msg, room, hum, framedata);
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SerializeDelObjects(msg, room, hum, framedata);
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SerializeDelObjects(msg, room, hum, framedata);
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@ -164,6 +166,16 @@ void FrameMaker::PostProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameDat
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}
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}
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}
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}
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void FrameMaker::SerializeLootObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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}
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void FrameMaker::SerializeMapBlockObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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}
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void FrameMaker::SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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void FrameMaker::SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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{
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if (!framedata->new_objects.empty()) {
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if (!framedata->new_objects.empty()) {
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@ -17,6 +17,8 @@ private:
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void PreProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void PreProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void PostProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void PostProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeLootObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeMapBlockObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializePartObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializePartObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeDelObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeDelObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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