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@@ -211,26 +211,26 @@ void SceneReplication::SetupViewport()
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void SceneReplication::SubscribeToEvents()
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{
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// Subscribe to fixed timestep physics updates for setting or applying controls
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- SubscribeToEvent(E_PHYSICSPRESTEP, HANDLER(SceneReplication, HandlePhysicsPreStep));
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+ SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, HandlePhysicsPreStep));
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// Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
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// of the usual Update so that physics simulation has already proceeded for the frame, and can
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// accurately follow the object with the camera
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- SubscribeToEvent(E_POSTUPDATE, HANDLER(SceneReplication, HandlePostUpdate));
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+ SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
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// Subscribe to button actions
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- SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(SceneReplication, HandleConnect));
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- SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(SceneReplication, HandleDisconnect));
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- SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(SceneReplication, HandleStartServer));
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+ SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
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+ SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
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+ SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
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// Subscribe to network events
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- SubscribeToEvent(E_SERVERCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
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- SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
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- SubscribeToEvent(E_CONNECTFAILED, HANDLER(SceneReplication, HandleConnectionStatus));
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- SubscribeToEvent(E_CLIENTCONNECTED, HANDLER(SceneReplication, HandleClientConnected));
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- SubscribeToEvent(E_CLIENTDISCONNECTED, HANDLER(SceneReplication, HandleClientDisconnected));
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+ SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
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+ SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientDisconnected));
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// This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
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- SubscribeToEvent(E_CLIENTOBJECTID, HANDLER(SceneReplication, HandleClientObjectID));
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+ SubscribeToEvent(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
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// Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
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GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
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}
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