Removed cServer::BroadcastChat() and cServer::SendMessage().
These two functions make it difficult to move to the new ticking system, and they aren't used anyway. If so required, they can be emulated by ForEachWorld / ForEachPlayer calls.
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@@ -1355,12 +1355,14 @@ void cClientHandle::Tick(float a_Dt)
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m_ShouldCheckDownloaded = false;
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}
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if (m_Player == NULL)
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{
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return;
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}
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// Send a ping packet:
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cTimer t1;
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if (
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(m_Player != NULL) && // Is logged in?
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(m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
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)
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if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()))
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{
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m_PingID++;
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m_PingStartTime = t1.GetNowTime();
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@@ -1369,7 +1371,7 @@ void cClientHandle::Tick(float a_Dt)
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}
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// Handle block break animation:
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if ((m_Player != NULL) && (m_BlockDigAnimStage > -1))
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if (m_BlockDigAnimStage > -1)
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{
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int lastAnimVal = m_BlockDigAnimStage;
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m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt);
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@@ -1955,7 +1957,7 @@ void cClientHandle::SendConfirmPosition(void)
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if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
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{
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// Broadcast that this player has joined the game! Yay~
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cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this);
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m_Player->GetWorld()->BroadcastChat(m_Username + " joined the game!", this);
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}
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SendPlayerMoveLook();
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