Ported the local prediction player controller component
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@@ -12,7 +12,8 @@
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#pragma once
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#include <Source/ConnectionData/IConnectionData.h>
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#include <Include/IConnectionData.h>
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#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
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namespace Multiplayer
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{
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@@ -33,7 +34,7 @@ namespace Multiplayer
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ConnectionDataType GetConnectionDataType() const override;
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AzNetworking::IConnection* GetConnection() const override;
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EntityReplicationManager& GetReplicationManager() override;
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void Update(AZ::TimeMs serverGameTimeMs) override;
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void Update(AZ::TimeMs hostTimeMs) override;
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bool CanSendUpdates() const override;
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void SetCanSendUpdates(bool canSendUpdates) override;
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//! @}
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@@ -49,7 +50,7 @@ namespace Multiplayer
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EntityReplicationManager m_entityReplicationManager;
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NetworkEntityHandle m_controlledEntity;
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EntityStopEvent::Handler m_controlledEntityRemovedHandler;
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EntityMigrationEvent::Handler m_controlledEntityMigrationHandler;
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EntityServerMigrationEvent::Handler m_controlledEntityMigrationHandler;
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AzNetworking::IConnection* m_connection = nullptr;
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bool m_canSendUpdates = false;
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};
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