Build fixes for android
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+1
-1
@@ -21,7 +21,7 @@
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<RemoteProcedure Name="SendClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" Description="Client to server move / input RPC">
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<Param Type="Multiplayer::NetworkInputArray" Name="inputArray" />
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<Param Type="AZ::HashValue64" Name="stateHash" />
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<Param Type="AZ::HashValue32" Name="stateHash" />
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<Param Type="AzNetworking::PacketEncodingBuffer" Name="clientState" Description="This is for debugging desyncs only; release games should not populate this parameter" />
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</RemoteProcedure>
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@@ -107,7 +107,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue64& stateHash,
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const AZ::HashValue32& stateHash,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
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)
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{
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@@ -201,7 +201,7 @@ namespace Multiplayer
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AzNetworking::HashSerializer hashSerializer;
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GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
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const AZ::HashValue64 localAuthorityHash = hashSerializer.GetHash();
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const AZ::HashValue32 localAuthorityHash = hashSerializer.GetHash();
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if (stateHash != localAuthorityHash)
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{
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@@ -45,7 +45,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue64& stateHash,
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const AZ::HashValue32& stateHash,
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const AzNetworking::PacketEncodingBuffer& clientState
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) override;
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