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Ensure outcome event bus is cleared on the client since those are unused, and add a TODO about either using them or not generating them
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@ -1794,6 +1794,13 @@ impl Client {
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.ecs()
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.ecs()
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.fetch::<EventBus<common::event::ServerEvent>>()
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.fetch::<EventBus<common::event::ServerEvent>>()
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.recv_all();
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.recv_all();
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// TODO: avoid emitting these in the first place OR actually use outcomes
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// generated locally on the client (if they can be deduplicated from
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// ones that the server generates or if the client can reliably generate
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// them (e.g. syncing skipping character states past certain
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// stages might skip points where outcomes are generated, however we might not
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// care about this?) and the server doesn't need to send them)
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let _ = self.state.ecs().fetch::<EventBus<Outcome>>().recv_all();
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// 5) Terrain
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// 5) Terrain
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self.tick_terrain()?;
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self.tick_terrain()?;
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