Entity &entity = world.ForceAddEntity(entity_id);
UpdateEntity(entity_id, pack.Seq());
pack.ReadEntity(entity);
- uint32_t skel_id;
- pack.ReadSkeletonID(skel_id);
- if (skel_id > 0 && skel_id <= res.models.size()) {
- Model &skel = res.models.Get(skel_id);
- skel.Instantiate(entity.GetModel());
+ uint32_t model_id;
+ pack.ReadModelID(model_id);
+ if (model_id > 0 && model_id <= res.models.size()) {
+ res.models.Get(model_id).Instantiate(entity.GetModel());
}
cout << "spawned entity #" << entity_id << " (" << entity.Name()
<< ") at " << entity.AbsolutePosition() << endl;
auto world_end = world.Entities().end();
uint32_t count = 0;
+ glm::ivec3 base;
pack.ReadEntityCount(count);
+ pack.ReadChunkBase(base);
for (uint32_t i = 0; i < count; ++i) {
uint32_t entity_id = 0;
}
if (world_iter->ID() == entity_id) {
if (UpdateEntity(entity_id, pack.Seq())) {
- pack.ReadEntityState(world_iter->GetState(), i);
+ pack.ReadEntityState(world_iter->GetState(), base, i);
}
}
}