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items now fall by gravity... also some other random updating
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@@ -32,9 +32,11 @@ Some planning
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the server and the
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result ends up directly to the server.
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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@@ -148,6 +150,7 @@ public:
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InventoryItem* createInventoryItem();
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private:
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std::string m_inventorystring;
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v3f m_speed_f;
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};
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#endif
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