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Make Combo also only sync for the client's entity
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@ -40,12 +40,10 @@ macro_rules! synced_components {
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shockwave: Shockwave,
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beam_segment: BeamSegment,
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alignment: Alignment,
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// TODO: evaluate if this can be `FromClient`
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combo: Combo,
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// TODO: evaluate if this is used on the client,
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// and if so what it is used for
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player: Player,
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// TODO: change this to FromClient and sync the bare minimum
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// TODO: change this to `SyncFrom::ClientEntity` and sync the bare minimum
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// from other entities (e.g. just keys needed to show appearance
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// based on their loadout). Also, it looks like this actually has
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// an alternative sync method implemented in entity_sync via
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@ -55,6 +53,7 @@ macro_rules! synced_components {
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// Synced to the client only for its own entity
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combo: Combo,
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skill_set: SkillSet,
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active_abilities: ActiveAbilities,
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can_build: CanBuild,
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@ -186,10 +185,6 @@ impl NetSync for Alignment {
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const SYNC_FROM: SyncFrom = SyncFrom::AllEntities;
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}
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impl NetSync for Combo {
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const SYNC_FROM: SyncFrom = SyncFrom::AllEntities;
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}
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impl NetSync for Player {
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const SYNC_FROM: SyncFrom = SyncFrom::AllEntities;
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}
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@ -198,6 +193,12 @@ impl NetSync for Inventory {
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const SYNC_FROM: SyncFrom = SyncFrom::AllEntities;
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}
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// SyncFrom::ClientEntity
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impl NetSync for Combo {
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const SYNC_FROM: SyncFrom = SyncFrom::ClientEntity;
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}
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impl NetSync for SkillSet {
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const SYNC_FROM: SyncFrom = SyncFrom::ClientEntity;
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}
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