Streamline player abilities handling
* Update player list gamemode on world change * Fix invisibility for spectators, use entity metadata * Populate m_World for cPlayers on load - Remove SendPlayerMaxSpeed, a duplicate of SendEntityProperties
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@@ -345,6 +345,19 @@ void cWorld::BroadcastEntityPosition(const cEntity & a_Entity, const cClientHand
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void cWorld::BroadcastEntityProperties(const cEntity & a_Entity)
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{
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ForClientsWithEntity(a_Entity, *this, nullptr, [&](cClientHandle & a_Client)
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{
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a_Client.SendEntityProperties(a_Entity);
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}
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);
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}
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void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, Int8 a_Status, const cClientHandle * a_Exclude)
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{
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ForClientsWithEntity(a_Entity, *this, a_Exclude, [&](cClientHandle & a_Client)
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