// when updated, must update serialization, AND comparison
// when updated, must update serialization, comparison in main.c, and the server
// function in main.c
// on input received processing function
typedefstructInputFrame
typedefstructInputFrame
{
{
uint64_ttick;
uint64_ttick;
@ -152,6 +152,9 @@ typedef struct InputFrame
V2movement;
V2movement;
inttake_over_squad;// -1 means not taking over any squad
inttake_over_squad;// -1 means not taking over any squad
boolaccept_cur_squad_invite;
boolreject_cur_squad_invite;
EntityIDinvite_this_player;// null means inviting nobody! @Robust make it so just sends interact pos input, and server processes who to invite. This depends on client side prediction + proper input processing at the right tick.
boolseat_action;
boolseat_action;
EntityIDseat_to_inhabit;
EntityIDseat_to_inhabit;
@ -186,6 +189,7 @@ typedef struct Entity
boolis_player;
boolis_player;
enumSquadpresenting_squad;
enumSquadpresenting_squad;
EntityIDcurrently_inside_of_box;
EntityIDcurrently_inside_of_box;
enumSquadsquad_invited_to;// if squad none, then no squad invite