void SendSpawn(SpawnStatus &);
void SendDespawn(SpawnStatus &);
+ /// true if updates are pushed to the client this frame
+ bool SendingUpdates() const noexcept;
void QueueUpdate(SpawnStatus &);
void SendUpdates();
unsigned int confirm_wait;
std::vector<SpawnStatus *> entity_updates;
+ unsigned int entity_updates_skipped;
EntityState player_update_state;
std::uint16_t player_update_pack;