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reduce traffic greatly
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@ -125,11 +125,10 @@ void QuickBuildComponent::Update(float deltaTime) {
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if (isSmashGroup) {
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ModifyIncompleteTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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@ -149,11 +148,10 @@ void QuickBuildComponent::Update(float deltaTime) {
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}
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case eQuickBuildState::COMPLETED: {
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ModifyTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_ResetTime > 0) {
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if (m_Timer >= m_ResetTime - 4.0f) {
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if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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@ -210,11 +208,10 @@ void QuickBuildComponent::Update(float deltaTime) {
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}
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case eQuickBuildState::INCOMPLETE: {
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ModifyIncompleteTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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