}
void MasterState::On(const Packet::SpawnEntity &pack) {
if (!state) {
cout << "got entity spawn before world was created" << endl;
}
void MasterState::On(const Packet::SpawnEntity &pack) {
if (!state) {
cout << "got entity spawn before world was created" << endl;
void MasterState::On(const Packet::DespawnEntity &pack) {
if (!state) {
cout << "got entity despawn before world was created" << endl;
void MasterState::On(const Packet::DespawnEntity &pack) {
if (!state) {
cout << "got entity despawn before world was created" << endl;
void MasterState::On(const Packet::EntityUpdate &pack) {
if (!state) {
cout << "got entity update before world was created" << endl;
void MasterState::On(const Packet::EntityUpdate &pack) {
if (!state) {
cout << "got entity update before world was created" << endl;
void MasterState::On(const Packet::PlayerCorrection &pack) {
if (!state) {
cout << "got player correction without a player :S" << endl;
void MasterState::On(const Packet::PlayerCorrection &pack) {
if (!state) {
cout << "got player correction without a player :S" << endl;