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chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references * merge
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@@ -271,7 +271,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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if (skill_component != nullptr) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&message.sBitStream[0]), message.sBitStream.size(), false);
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skill_component->SyncPlayerProjectile(message.i64LocalID, &bs, message.i64TargetID);
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skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
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}
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break;
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@@ -298,7 +298,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, &bs, startSkill.optionalTargetID, startSkill.skillID);
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success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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@@ -353,7 +353,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, &bs);
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skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
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}
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EchoSyncSkill echo = EchoSyncSkill();
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