namespace blank {
+
+class CompositeModel;
+
namespace server {
class Server;
ChunkIndex &PlayerChunks() noexcept { return *player.chunks; }
const ChunkIndex &PlayerChunks() const noexcept { return *player.chunks; }
+ void SetPlayerModel(const CompositeModel &) noexcept;
+ bool HasPlayerModel() const noexcept;
+ const CompositeModel &GetPlayerModel() const noexcept;
+
private:
struct SpawnStatus {
// the entity in question
Server &server;
Connection conn;
Player player;
+ const CompositeModel *player_model;
std::list<SpawnStatus> spawns;
unsigned int confirm_wait;